This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- Offtanks, The New Metagame.
- Duff's Competitive Olaf.
- Sustained Jungle Troll
- Duff's Only Video Diamond Aatrox guide!
- Duff's Season 3 HAMdamere! (First Shiv user on Tryn)
- Diamond level 3v3 Hecarim, by Duff
- THE 10 YEAR PROJECT
- Dufftime's FAMOUS Doran's Blade Lee Sin!
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Ignite
Heal
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Hey guys, Duff here.
Twitter; @RealDufftime
Facebook; http://www.facebook.com/DuffTime
As anybody who knows me is already aware, I'm a solo top lane main.
I've taken the time, put in the hours, and have thousands of solo top match ups under my belt.
I'm also a player who keeps his eyes open for new things that may come about, to quickly take advantage of them. I like to be ahead of the other top lane players whenever possible.
Well, you could say I was ahead of the game on this one, because my last "Solo top


I've been pounding out

Being a decent






I hope you guys enjoy! :)


The total package.
The apple of your eye.
"DAMN look at dat azz"
If you were given the choice between

Why is this?
Well, it's quite simple really. Just look at his kit and what he has built in.

Gap closer. Check.
Escapes. Check.
Armor buff. Check.
Life steal. Check.
Spellvamp. Check.
Attack speed buff. Check.
A method to replenish his energy between skills? Check.
A shield for himself? Check.
A shield for his allies! Check.
Knockback. Check.
Pop up. Check.
Attack speed debuff. Check.
Move speed debuff. Check.
Natural Magic resist scaling per level? (1.25 per level) Check.
Good base movement speed? (325) Check.
An execute? Check.
Solid potential AD ratios? Check.
Stealth reveal? Check.
WHAT DOESN'T LEE SIN HAVE?
The answer is essentially nothing. He has everything that matters in a solo lane, and even some things that don't matter!

In this guide, we'll attempt to cover those powerful elements that


When a situation goes down, you are the one who out performs everyone else. You are the pinnacle. The over achiever.
By that definition,

The sustain in


His single target burst combos are excellent when maxing Q

His AoE utility is fantastic in team fights, both early and late when maxing E






He is strong when played aggressively to shut down enemy lanes, and hard to gank when his R




This means that



If you can master

The ONLY problem with

The very reason he is so good, is what makes him difficult. However, don't let that discourage you! Keep trying, practice may not make perfect, (I'm being realistic here) but it does make you suck less, and you will improve! You will never be the best if you don't work like you want to be the best. Put in the hours, work your *** off, and get the results. (Body by DuffTime)
With practice,

Here are a few pointers and things to keep in mind when playing





-Plan your escape routes. You have escape mechanisms. Plan your exit path BEFORE you have to exit. Is there a wave of minions coming that you can jump to when they reach the lane? Do you have wards in your inventory that you can quickly place and jump to with W



-Q


-Abuse your insane sustain!


-When comboing skills and attacks for damage trades in lane, it's generally better to only attack once inbetween your skills. This is because the longer a trade lasts, the more opportunity an opponent has to deal damage back to you as well. A quick bursty combo, landing auto attacks inbetween and immediately chaining your skills with them is the most efficient way to win trades. Waiting for auto attack to reset is wasted time where you're not dealing damage, which might cause you to lose a trade.
-When comboing skills and attacks for sustain, and/or to push lanes or jungle, it's generally better to attack twice between your skills in lane. This is because each hit will Heal


-When casting your ultimate







In fact, if I were going to coach a new player who wanted to learn the top lane dynamic, I would tell him to get this page, and I'd give him a list of champions who could use it.

9 AD reds.

9 Armor yellows.

9 MR blues.

3 AD quints.

Everything flat.
All of

This rune page is quite frankly the best answer for

Well there's a few reasons why I don't.






My other reason is simply that E


Other options for runes include Armor quints, MR quints, and Life Steal Quints, but if you're just trying to get your first rune page, just get the AD reds and AD quints page. It's multi purpose, and the best page in the most circumstances.

I'm an aggressive laner by nature, I prefer to take champions with a strong lane phase who have a lot of available options with me into the top lane.
I use






I'll often times take








I prefer








To put it simply, take what summoners work for you. This is a guide informing you of what I've found to be effective, not a strict rule book. Every player has a playstyle, and if you aren't aggressive enough, you might not be able to make full use of





I believe a 21/1/8 is the optimal page personally speaking, but a 21/9/0 is also a great option, and makes your

The 21 in Offense is easy to understand, make sure to get your improved














Now, when/why take Defense and when/why take Utility?
Well, it's simple, really. The defensive tree will offer you some very nice resistances and a boost to HP, and the utility tree will offer a deeper energy pool, and faster movement speed.
Personally speaking, I can't imagine that a bit of HP and resistances would be better than more energy and movement speed, but to each their own. Take what works for you!

























While I feel the above listed items are best, there are still other good items for
































He's essentially a "Melee/Bruiser/Tanky DPS/Offtank/Melee Carry/Assassin" etc. Whatever you want to call him, as long as it isn't Ranged Carry or AP carry,


There are, however, three main effective item paths for

Offtank / Tanky DPS.
Physical Caster / Assassin.
Melee AD carry / Tanky AD melee carry.
The Offtank/Tanky DPS route is essentially a






The Physical caster/Assassin route basically starts with









The melee AD carry build for








Keep in mind that 480% bonus AD scaling we mentioned earlier. If you have 300 AD, keep in mind that's 1440 damage just from your bonus AD alone, and 900 of that is AoE damage. This is a champion with big damage potential.

In the early levels, 1-5 you can play aggressively or passively, but I would advise to exercise at least some aggression in lane. Farm as much as you can, and try to maintain a balance in the lane. If your opponent pushes the wave against you, that's fine. Try to freeze the lane in front of your tower and last hit, and let the jungle know your lane is gankable.
When you're level 7 and have your 4th point in W








With your 2x doran's, basic boots, and points in W, you should dominate most lanes from here on out. Play very aggressively, and try to shut down/kill your lane.
Ward effectively, and try to force the enemy jungler to camp top lane if you can, but don't die to him when he comes. If you can force jungler top repeatedly, your mission is accomplished. You've gained your team map control by drawing jungle ganks top lane all game.
These are NOT the ONLY combos, they are simply some of the combo's that have worked for me.
(AA means auto attack)
Passive -

Q -

W -

E -

R -

When being chased/trying to escape. CHECK YOUR ENERGY LEVELS. Some of these combo's are energy intensive and you don't have time to attack and get energy back.
Escape combos include;
E-W-E; E first, landing the proc onto your enemies who are pursuing you. W to a minion. Activate the second E, and now your opponents are slowed and far away from you. It's not too much different than using E-E-W, but this way if you aren't full on energy, you won't accidentally E twice and find yourself unable to W. Also if you can only afford 2 skills worth of energy, you can E - W and wait for the energy to cast your second E. This combo is hard/impossible to follow for most champions.
E-R-E-W; In a teamfight gone wrong, you can disengage the fight by landing an E, ulting the nearest champion through the enemy team, and pressing E again to slow everyone affected in place. A quick W away to a ward or friendly unit will most likely mean your escape was successful.
Offensive combos include;
Q-R-Q; Q first, ult your enemy blasting them away, and then Q to them again. First, this guarantees your combo if you land the initial Q. Second, ulting between the Q's will actually cause you to deal more damage by lowering your targets HP further, taking full advantage of champion mechanics.
Q-E-Q; Walk up close to your target, auto attack them, Q them, land 1 auto attack, not two. Press E twice as quickly as possible, attack once, and Q again, and try to land two auto attacks after the Q. This is a useful lane phase combo for Lee Sin, designed to deal damage that cannot effectively be traded back. It's used when you are in control of the lane. AA-Q-AA-E-E-AA-Q-AA. Two auto attacks at the end are optional. The reason for the spacing of the skills this way with one auto attack instead of two is to make your trade damage efficient. Waiting for your auto attack to reset and go through animation again is giving your opponent time to attack you as well, so I simply prefer to land one attack between skills when combo-ing damage in lane phase.
Sustain combos include;
W-W-AA-AA-AA-etc. It's really as simple as it sounds. A simple W-W-Auto attack-Auto attack (Until W runs off.) is free sustain with Iron Will, without pushing lane very much.
W-W-AA-AA-E-AA. Setting up Iron will and Attacking for sustain will also activate your spellvamp. You can them E the wave to push and heal at the same time. Subsequent auto attacks will be faster due to E and you can keep sustaining until Iron Will runs out. Don't underestimate the spellvamp, even though you get lower returns because E is AoE. It's a substantial impact for your lane.
WW-AA-AA-Q-AA-AA-Q. Setting up Iron Will, attacking for sustain, and using Q, which will give you your full returns on the spellvamp portion on your W, unlike your E, because your Q is single target. The combo is relatively simple, and uses the same logic as if you were using E. It also does not push the lane as hard, and I believe the amount healed is comparable. It just depends if you want to push the lane or not.
W-AA-AA-W-AA-AA-Q-AA-AA-Q-AA-AA. This is the same as the previous variation, but if you have life steal in your items you'll get the attack speed modifier for two extra attacks. Can be useful.
Sorry for the inconveniance, look forward to seeing your questions on Facebook and Twitter! =]
http://www.facebook.com/DuffTime
@REALDuffTime
You must be logged in to comment. Please login or register.