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Recommended Items
Runes: Standard Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Flash
Items
Threats & Synergies
Rek'Sai
Literally your hardest counter, although only problematic past lower elo. Good Rek'Sai's are able to prevent Lee from even engaging onto her. Try to fake out her W with a ward-hop so you can Q in. Don't let her build up her Fury, that Empowered E hurts. A high elo ban.
Nautilus
Consider Nautilus a stand-in for all of the CC supports botlane, with long, easy to apply CC allowing effortless ganks and combos.
Nautilus
Consider Nautilus a stand-in for all of the CC supports botlane, with long, easy to apply CC allowing effortless ganks and combos.
Champion Build Guide
I have included this short section to more easily allow those who read this guide to view my thoughts on the adjustments made to champions, items, classes and roles. I hope that this bit helps those who needed it, and is interesting to those who wanted it. A link to the official Patch Notes will be included below.
PATCH NOTES LINK: League of Legends 12.9 Patch Notes
If you have a question about something in the Patch Notes that I didn't cover here, feel free to ask me in a comment. I will try to answer as soon as possible.
Key
✔ = Buffed
✖ = Nerfed
◉ = Reworked
OLAF ◉
Olaf has been heavily changed. Although his playstyle is not drastically different, still relying on his simple "Hit them until they die" strategy, he now has much more versatile tools to enact it. His Passive,
Berserker Rage, has become an even more effective aspect of his dueling, granting him Lifesteal as well as Attack Speed. His Q,
Undertow, now shreds a large amount of Champion targets' armor, allowing for even more damage. The Attack Speed steroid on Olaf's W,
Tough It Out, which is now called "Tough it Out" (personally I think that name is kind of dumb but that's irrelevant), has been slightly lowered in exchange for gaining a fairly substantial shield based on his missing health. His Ultimate,
Ragnarok, has a significantly lowered duration, but this is misleading because he can extend that duration by 2.5 second for each Attack or cast of
Reckless Swing (which was not changed) against enemy Champions.
Thoughts:
I think that Olaf will be a much larger threat against Lee Sin due to these changes, although I don't think he will become an extreme counter or anything. Be wary of his new assets.
TALIYAH ◉
Taliyah has also been heavily changed, and unlike our angry Freljordian friend, her abilities have changed more significantly. I won't go into the specifics here. If you are interested in all of her changes, reference the aforementioned link to the official Patch Notes. To put it simply, Taliyah has a significantly lowered skill floor, with less situational damage, easier to access Crowd Control, and less of a need for flawless positioning. Her Q,
Threaded Volley, deals AoE damage and does a bit of bonus damage to monsters, as well as being able to fire a large boulder that slows if she casts it in Worked Ground. Her W,
Seismic Shove, no longer deals damage, and has a slightly longer delay before triggering, but the radius is larger, as well as the cooldown and Mana costs being lower. Her E,
Unraveled Earth, will now Stun enemies that attempt to dash through the field of rocks. Additionally, the rocks will no longer detonate after a delay for additional damage. Taliyah's R,
Weaver's Wall, grants her a fairly long ranged dash when jumping off the wall.
Thoughts:
I think with these changes, Taliyah will be a much more annoying matchup due to her wider options and stun for punishing dashes, but she is squishier, so your early game damage will still be sufficient.
HECARIM ✔
Hecarim recieved two nice buffs, increasing the AD scaling on his Q,
Rampage, as well as lowering the cooldown on his W,
Spirit of Dread. Nothing too major. His damage output and survivability have increased slightly due to these changes.
Thoughts:
Hecarim wasn't buffed too much this patch, and will likely remain an easy matchup while you're even. His dueling is stronger now, so be mindful of that.
MASTER YI ✖
Master Yi has had the Attack Speed steroid on his R,
Highlander, reduced at later levels. This will make him less dangerous in the lategame.
Thoughts:
While is it nice to be able to have more confidence in dueling Master Yi, this change is fairly inconsequential for the Lee Sin matchup, because if you get to the point in the game where Master Yi is taking major advantage of his Rank 3 ultimate, you've probably already lost.
NIDALEE ✖
Nidalee has had a reduction to her base health pool. A simple change, but it will cause her to be less healthy coming out of her Jungle clear and make her squishier in the early game.
Thoughts:
This change is very nice for Lee Sin, as it allows him to burst Nidalee much more easily before she can land
Javelin Toss and chunk your health bar.
RENGAR ✖
The stab cat Rengar had the damage to Jungle monsters on his W,
Battle Roar, lowered significantly. This only affects his Jungle clear.
Thoughts:
This nerf will slow down Rengar's clear speed slightly, and allow Lee Sin to match Rengar's pressure more easily.
SHYVANA ✔
Shyvana recieved some small quality of life changes to help her remain competitive, increasing the tick rate of her W,
Burnout, as well as making it so that her E,
Flame Breath, will apply marks to enemies that step on the burning area created.
Thoughts:
Small changes, but they will increase Shyvana's dueling capabilities. I do not think that she will be significantly more problematic against Lee Sin, but I will just have to wait and see.
✔ = Buffed
✖ = Nerfed
◉ = Reworked

Hello everyone! I'm NixLychee, an NA

By no means would I consider myself the best Lee Sin out there, but I can confidently say that I am pretty decent, and am able to give relatively good advice to newer players getting into this game.
If you enjoy the guide, an upvote is always appreciated, and feel free to comment if you have questions about the guide, or about Lee Sin in general, which I will answer as fast as possible to the best of my ability. I will be consistently updating and improving this guide for a while, so if it seems like it's getting longer as the days go on, it's because I'm constantly adding to it.

There's no cut-and-dry way to play Lee Sin, so you just need to play it by ear most of the time. This doesn't mean, however, that you need to go into your games blind (pun intended). This guide will hopefully allow all of you to play your games with a better overall grasp of the champion. I apologize in advance if the guide isn't that good, this is the first in-depth guide that I have ever made, so it'll probably be a little shaky, and feel free to inform me about something I can do to improve the guide through the comments. I also have a tendency to write long and convoluted sentences, so if I could word something to make it more clear, please let me know by adding a comment.

+ High early game damage and dueling + High pick potential mid-late game + High carry potential + High outplay and playmaking potential + Great sustain in the Jungle + High counter-jungle potential + High skillcap, always room to improve + Good for onetricking + Fun and immersing kit + Great for securing/stealing objectives Lee Sin is a very fun champion to play, due to his flashy nature and high carry potential. Everybody wants to be those Chinese Lee Sin players on all cool the montages, but everybody starts from somewhere. There are many things to enjoy about this champion, from his innovative kit to his excellent way of teaching advanced Jungle tactics. In general, Lee Sin is a well-designed champion that allows players of the champion to make flashy plays worthy of a montage, as well as warranting an "insec pls" in /all chat. Have fun with him! |
- Countered by some meta picks - Somewhat weak lategame - Struggles into tanks - Very difficult to play from behind - Very high mechanical demand - Very punishing of mistakes - Fairly squishy early game - High skillcap, hard to learn and master - Needs near-instant decision making - Constantly buffed and nerfed Every champion has its flaws however, and Lee Sin is no exception. Lee Sin has one of the highest skillcaps in the game, and while that can be a good thing, it can be overwhelming for a new player to learn all of his combos. Lee Sin has negative matchups into quite a few of the meta junglers, and is having and overall mediocre performance outside of high elo. He requires high mechanical skill as well as excellent macro knowledge in order to succeed in the higher ranks. Don't be disheartened though, he's still incredibly fun to play. |
These are the recommended runes to run on
Lee Sin in Season 12.
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Conqueror is the best keystone on Lee Sin as of right now, giving you excellent sustained damage and healing, as well as scaling into the lategame, something Lee struggles with. |
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Triumph is extremely helpful for snowballing and dueling, and it, along with ![]() |
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This rune gives you tenacity for free, and is super helpful versus champions who you will lose a duel to if they manage to land their CC, like ![]() ![]() ![]() ![]() ![]() |
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This rune allows for Lee to pull off some insane plays when he gets low, because of the increased damage to champions. This synergizes super well with ![]() ![]() |
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Magical Footwear is super helpful on Lee because it allows you to purchase your core items first and not waste 300g on ![]() |
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This Rune grants Lee Sin free stats throughout the game just by picking it. Really nothing to complain about here. Item Haste is extremely useful due to Lee Sin building many items with cooldowns attached to them, and Summoner Spell haste allows for more plays with ![]() |
Lee Sin has many varying build paths based on the flow of the game, and you will need to adapt each of them to fit your playstyle, blending them to your personal taste. (Hover over the items to see what they do)
Core Items
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This item is incredibly strong after its changes, giving great offensive pressure, as well as absurd durability for a bruiser item. On the less expensive side of bruiser items, as well as supplying some free healing similar to ![]() |
These are your core items right here. You'll almost always have these two, but the rest of your items will differ depending on the situation, enemy team comp, and tempo of the game.
Other Items
Gold words are passives on items.
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Maw complements ![]() |
Alternative Mythic Items
Cyan words are passives on Mythic items.
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This item is great on Assassin Lee Sin builds, with the extra damage and Nightstalker passive, you can one-shot a carry, go invisible, leave, and then do it again. |
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This Mythic item's active ability is just ![]() ![]() ![]() |
Boot Options
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Boots of Lucidity are excellent in the early game, as you want to have as much Ability Haste as possible, and you can have extremely low cooldowns on ![]() |
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Mercury's Treads are excellent into CC team comps, like ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Plated Steelcaps are good into high physical damage team comps, specifically those with mostly auto-attack damage champions. Just remember that some champions will do heavy mixed damage on hit with their items, as Ninja Tabi do not block on-hit damage like ![]() ![]() |
Important Note
Do not switch out your






Lee Sin can be build in multiple ways: assassin, frontline, juggernaut or duelist, and these different playstyles come with their own pros and cons. You should go whichever build path that you prefer, but remember to build based off of the flow of the game. I will explain that in this section.
Assassin Build Path
Are you snowballing? If you built a solid early lead, and the enemy team has a few squishies (it basically always does), you can go for more Lethality items. These items are great for cruising through the game with tons of damage and decent utility, but fall off harder in the lategame than Lee Sin's tanky build path, which will be mentioned later.
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This item is great for higher elos, where vision is key. In lower elos though, this item is chaotically strong. People won't know where anybody is on your team without actual vision, and without an ![]() ![]() |
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This item is for those who want to go fast and run around the map quickly. It gives excellent stats, and has a great passive to go with ![]() ![]() ![]() |
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One of my favorite Lethality items, due to the Spell Shield and health it gives you, along with AD and Lethality. Great item for if you're a bit ahead, but still want to build a little beefier. |
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Go this item against team comps with massive shields, like ![]() ![]() ![]() ![]() |
Frontline Build Path
If you fell a little bit behind in the early game, here's where you can go. These items allow for misplays to be more forgiving. These items scale decently into the lategame, and allow for easy Insecs because you won't get blown up instantly if you try (unless there's a


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This item gives you a lot of Armor, good health, and a little Ability Haste. Randuin's is very good into comps with a lot of Critical Strike damage, such as ![]() ![]() ![]() ![]() |
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This item is for fighting heavy AP burst damage threats like ![]() ![]() |
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This item is extremely helpful for reducing Magic damage, as well as supplying you with a fairly high amount of movement speed after it is stacked. Extremely helpful against certain champions with DoT (damage over time) Magic damage, such as ![]() ![]() ![]() |
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This item is if you are against team comps with a lot of healing, like ![]() ![]() ![]() |



First Path: Ally Buff-Ally Buff-Ally Wall Camp-Gank-Rift Scuttler
This first clear is the standard double-buff start, for the best ganking potential. Start either





Second Path: Ally Buff-Enemy Buff-Skirmish-Ally Wall Camp
This second clear is based off of you being able to invade the enemy Jungler, and assuming that you clear your Buff faster than they do. Make sure that you can win a level 2 fight with them, and try to have both potions up for use in the middle of a fight (multi-tasking is important). After this you should back and get items, and then continue farming or invading, all the while tracking the enemy Jungler. I'm not going to specifically tell you how to track in the Jungle, but at a later date I'll include a few tips about tracking and other vital tricks in a short macro chapter.
Third Path: Enemy Buff-Ally Buff-Ally Wall Camp-Gank
This isn't a traditional clear path, because you go directly to the enemy Buff, whichever Buff isn't the one that the enemy Jungler starts (usually

Fourth Path: Enemy Buff-Enemy Lane Camp/Enemy Wall Camp-Ally Buff-Gank
This is the traditional invade with your team. Either wait in the pixel brush (the small bush in river near midlane) and try to catch an enemy warding off guard or walk straight into the enemy Buff. Fight whoever is there (it might be no-one). After the fight, take either their Wall Camp or Lane Camp (depending on which one you clear faster), then go to your Buff, and then try and execute a gank. If a gank is not possible, you can back for items.
Fifth Path: Ally Buff-Wall Camp-Lane Camp-Gank-Rift Scuttler
This is a full side clear, usually starting at

Sixth Path: Ally Buff-Gank
This is the simplest early path, you can go from a buff instantly to a gank, cheesing the enemy laners and possibly getting a kill or summoner spell.
There are numerous other clear paths, and other gank setups, but these are the main paths that you will take. You need to adapt your pathing. Always be ready to adapt your clear and gank patterns.
Remember this: You don't need to be able to do crazy combos to be a good Lee Sin. If not doing combos wins you games, then you can do that! It's just a general good practice to have some of these in your back pocket.
It's crucial that you look at how much Energy you have left before executing one of these combos. Lee Sin burns Energy very quickly, and you want to be mindful of his resource management, especially with some of the more complex combos, as they use more spells, and thus, more Energy. Try not to mash your abilities while in the combos, as you will accidentally waste Energy by using Lee Sin's recast abilities.
Difficulty Rating: 1/3
Auto-Attack Weave ▼


This isn't so much a proper combo as it is just a general tip about



Blink Tempest ▼


If you use


Fast Follow-Up ▼



You first




Guaranteed Q ▼



After you use




Difficulty Rating: 2/3
Surprise Burst ▼




A staple damage combo, you throw out your






Surprise Burst w/o Flash ▼





This combo is for when you want to burst someone, but either don't have

Easy Insec ▼




This is the easiest version of the famous Insec combo (invented by Insec, of course), barring walking behind the enemy to





Standard Insec ▼




This is the most common Insec in games. It consists of using




Classic Insec ▼





This is the Insec that was popularized by Insec, and at the time was considered an extreme mechanical outplay, but now it has fallen into the norm of the



Difficulty Rating: 3/3
The Drive-by Insec ▼





For this Insec, you need to do a pretty advanced cancel mechanic in














The Zig-Zag Insec ▼






This is one of the flashier (albeit less practical) combos on














The "Safe" Insec ▼






This Insec is used for when you don't want to die during the combo. You throw






The Chinese Insec ▼






This is the harder variation of the Safe Insec above, where the spell rotation has a different order to make it harder to react to. You throw






Extra Damage Q2 ▼





You need to use the same cancel mechanic as mentioned earlier for this combo. You can sneak in










There are numerous more
Lee Sin combos, but these are the ones that newer players might want to know, and also the ones that they won't tear their hair out trying to master. It's okay to not be able to do a combo when you first try it. Just practice, practice, practice and you'll get it eventually.



Lee Sin can semi-scale into a backline diving assassin or frontline engage tank based off of his build, but it would be in your best interest as a Lee Sin player to not let games get to that point. Spread your influence over the map as much as possible to either end the game early, or risk trusting late-game carries to win the game for you later on. If a game lasts longer than 30 minutes, you might want to start building some of the tanky items I have included earlier.
Gank level three, and countergank when you can. Try and track the enemy Jungler constantly. If you don't know how to do this, you can watch a Virkayu video. He does some of the most in-depth, high-level, yet still pretty easy to understand content for Jungling out there, not to mention his fantastic beard.
Try and solo Dragon at level four to six, and you should also try to get Rift Herald ASAP to end the game faster. As

During ganks, try and use




Remember to watch for invades (especially late invades, those are the worst), and have your team ward the pixel bush early, around 1:20, ten seconds before the Jungle Buffs spawn. Try and have your laners help you contest

The Rift Scuttler is annoying to secure as Lee Sin this season because it has a massive shield that can only be broken by hard CC or Smite, and you don't want to waste Smite if you can help it. If you can, coordinate so one of your laners (for example, a roaming CC support like


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