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Choose Champion Build:
-
Offensive Build
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Defensive Build
Introduction
I'm an EUWest player, not particulary skilled, i play mostly junglers and assassin of various kind and some bruisers, which i'm decent at, and i completly suck in bottomlane (lol). This is my first guide on mobafire but i will try my best to make this guide helpfull to those who approach the wonderfull champion

I will focus mostly on the gameplay and on the items because i think that they are the most inpactfull part of a guide, and i will explain why i made that choice and why i didnt take another path.
English is not my native language so i hope you will forgive me for the ****load mistakes i'm gonna do troughout this guide.
Ok....enough bla bla bla, let's get started.
In almost every guide i read on mobafire i see the tendency to overvalue the champions, making their strong points overshine the weak points, or totally ignoring them. That many times lead me to do something out of my reach when playing said champions. This is what to strongly avoid in this guide.
Like every champion
Lee Sin have to adapt his playstyle to situation, that's for sure, but there are things that he just cant do, as well as there are things that he is supposed to do, in this introduction i want you to have an idea of what these things are, just to not blindly (lol) play.
Lee Sin is a very mobile assassin-offtank which streghts lies in the quick unleash of a full combo of skill spaced with some auoto attacks and an even quicker retreat. Despite he rely on autoattack for dealing some damage he is not an autoattack champion like
Jax or
Xin Zhao.
Lee Sin is mostly an AD caster with some steroids.
Many player states that
Lee Sin is a great duelist, i find this statement misleading, or at least lacking of a good definition of "duel". If you go as
Lee Sin toe to toe with
Darius or
Olaf or
Xin Zhao with both of you and your enemy at full life you will just feed them, no way you can win, your tactic must be something different, yet you have the kit to get the advantage that you need to come on top, rely on your mobility and quick burst to bring them down before go all in.
Another important note while playing
Lee Sin is that you have to be flexible in your build and role, with your kit you can play like an assassin, an offtank, glasscannon or peeler, but you have to understand what you want (or need) to do quickly and adapt fast.
Like every champion





Many player states that





Another important note while playing

Pros
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Cons
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The Optimal Choice
You are the jungler, take ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Here the King of all summoner's spell, the most common one and with a reason. Everyone use ![]() ![]() ![]() ![]() ![]() ![]() |
Others Option
If you choosed to give up ![]() ![]() ![]() ![]() ![]() |
Another good option if you feel that ![]() ![]() |
Nice choice if you want map presence and even more gank potential, make your laners put a sight ward behind the enemy lines when they are unchecked and ![]() ![]() |
Never pick this
You have a shield with ![]() |
Might be usefull to peek enemy jungler, but leave this to the support
|
![]() |
There is nothing wrong with this spell, just is dont feel it is that game changing on offtanks like ![]() |
With all your mobility this is really overkill, also if you really care more mobility, ![]() |
![]() ![]() |
If you saw this spell in summoner rift then that player is trolling. We dont aim to die. |
Runes




Greater Mark Of Attack Damage
I use this mark because ![]() You may ask if greater mark of armor penetration is better, but i think no, the reason is that the ARpen overcome flat AD once some armor kick in, but this will not happen until enemy champions hit the 2nd/3rd trip back to base, or even later in certain cases, and as ![]() ![]() With this i dont mean that greater mark of armor penetration is a bad option, but it will slow your clearing and making your very early gank less scary in exchange to some damage later, and i dont think this is the optimal trade for ![]() |
Greater Seal of Armor
I consider this runes a must-have for every jungler, the reason is simple: the neutral moster hit you with physical damage, so you need armor to mitigate. ![]() ![]() |
Greater Glyph of Scaling Magic Resist
These Glyphs provide some MR highly usefull in midgame. You can argue that this is not the only choice, and you are right: other viable options are ![]() ![]() Second i really think that some MR is needed in any case, and this is the best way to achieve it other then items (that you cant rush anyway), indeed when larger skirmish happen in mid lane most of the time the enemy AP carry manage to land at least 1 aoe, and this often happen before you can buy any mr item other then your boots. Last note on the ![]() ![]() ![]() |
Greater Quintessence Of Attack Damage
This quints follow straight from the marks and are a just better version. Many junglers like to run ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
space |
Offense
13 point are all we need to be strong, i take all 3 the % damage mastery ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
space |
Defense
Nothing incredible here too, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
space |
Utility
3 point for some movement speed, deal! Is a free movement speed quintessence and i find it quite usefull |
Let's now look at



Flurry
![]() ![]()
![]() ![]() ![]() ![]() ![]() ![]() |
Sonic Wave / Resonating Strike
![]() ![]() ![]() ![]() ![]() ![]() Ok this is, hand down, your major source of damage as ![]() ![]() How to make the best use of this skill? KNOW IT
![]() ![]() The first and most obvious use of ![]() ![]() ![]() ![]() ![]() Other then bush checking use (try to cover the most part of the bush with the skillshot's line) remeber you can use ![]() |
Safeguard / Iron Will
![]() ![]() ![]() ![]() Another great skill with tons of usage, it provide the sustain to stay in jungle paired with another dash, sadly riot removed the armor component that ![]()
![]() ![]() ![]() ![]() ![]() ![]() But the most rewarding way to use ![]() ![]() ![]() |
Tempest / Cripple
![]() ![]() ![]() ![]()
![]() ![]() Finally be aware that ![]() ![]() ![]() |
Dragon's Rage
![]()
![]() ![]() In first place this is the only way for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() But ![]() ![]() I've saw many times enemy ![]() ![]() |
Leveling up your skills is a personal choice and should adapt different situations and games, but i can give you some guideline to follow and i hope some point to meditate when taking your choice. I will not analyze the reason to max out
Dragon's Rage whenever posible...it is your ult...and you max it.Period.
Sonic Wave / Resonating Strike is a skillshot and has the highest damage output out of your kit, and is the only skill that reduce the cooldown with level, so i usually max it first, anyway when i was still learning the champion i used to miss many of my skillshots due to the lack of experience with the projectile speed and width, altrough you must learn how to land it in some cases the enemy team is just too mobile or too skilled and maybe you want to max something else to counter this, maxing this first provide you the higher damage and the faster skill rounding (you reduce the rotation time of your skill the most). I max this first.
Safeguard / Iron Will is your shield, your friend-dash and your sustain, maxing this set you in the defensive side, is when you want to recover fast from damage absorbed and be more durable, if you max this outright at lv 9 yoiu end having 25% lifestal and spellvamp, meaning that you will never recall for health any more, the downside is that you will deal poor damage and your cooldown isnt affected by level, max this when you want be very defensive. I usually max this last.
Tempest / Cripple is your debuff skill, the damage scaling is not impressive but still good, the cooldown does not scale with level but the slow amount does greatly, bringing it to the awesome 60% at max rank, maxing this first mean you will rely mostly in debuffing your enemy leading others to kill them, this is very effective against champions that rely on their mobility (like
Hecarim) or attack speed (like most of the AD carry) to be effective, also you can choose to max this first versus armor stacking champion since
Tempest / Cripple is the only skill in
Lee Sin's kit that deal magic damage. I usually max this second.







Combo are a sequence of chained skills that lead to maximize the utility/damage in a short period of time,
Lee Sin is totally designed to combo your opponent in a short frame and retreat back before he can strike back. Beware. Altrough the possibilities are limitless choosing the best combo in every situation is all about experience and personal judgement. And performing a perfect combo is a presonal skill. Dont be frustrated if you cant do perfectly in the first games you play as
Lee Sin because the skillcap is very high and you need to practice alot to be rewarded, still performing a good combo is incedibly satisfy. (I will use the icon of
Flurry to simbolyze autoattack, i think it fits perfectly the role)
This is your basic harass combo:
Sonic Wave on enemy,
Resonating Strike to close the gap, an autoattack that will occur imediatly,
Tempest for some extra damage and imediatly
Safeguard back to a minion or friendly champion. This move is very quick and the only hard part is to land the skillshot. Also if the enemy want trade chasing you, just
Cripple and retreat to safety.
Here you basic execution combo.
Sonic Wave in melee range, follow up with
Dragon's Rage to kick your opponent away and finally
Resonating Strike to kill him due to the %missing healt component. This can be used to displace your opponent toward an incoming team mate, or to separate a weak opponent from the rest of his team, for instance if a skirmish happent into the jungle you can execute this combo to kick your opponent over a wall and follow him creating a duel. Warning: if you
Resonating Strike while your opponent is mid-air you will follow him only until the position he is in that moment, creating a gap between you and him due to the remaining knockback, this can also be used to your advantage of course, but be sure do control the time of your
Resonating Strike properly.
Gank combo. Use this when your team mate has baited your opponent into a trade.
Safeguard to your team mate to close the gap and protect both, then quicky double tap
Tempest / Cripple for damage and severe slow, at this point you should easly outrun him and place yourself behind him, then proiceed with your executiuon combo (if you are placed behind him this should kick him away from his turret)
Another gank combo. use
Sonic Wave / Resonating Strike to close the gap and autoattack, then quickly place a ward behind your ratget ,
Safeguard on it and
Dragon's Rage your enemy toward your team mate and away from enemy turret, note that you dont have any way to follow up other then
Flash so be sure you can survive if you using this combo to take out your enemy from his turret.
This is my buff-stealing combo: you need 2 ward to perform it perfectly or a ward and a friendly champion. the first ward must be placed inside the camp and the other ward (or the champion) must be placed out. When the objective is low enough you
Sonic Wave in imediatly followng with
Resonating Strike when you are mid-air
Smite, none will outsmite you due to the % missing hp damage component of
Resonating Strike, all to remain is to run
Safeguarding to the ward outside the camp. Or fight if is the case. This work for every buff, dragon and baron, and when you can do this is extremely rewarding.



This is your basic harass combo:





Here you basic execution combo.





Gank combo. Use this when your team mate has baited your opponent into a trade.


Another gank combo. use




This is my buff-stealing combo: you need 2 ward to perform it perfectly or a ward and a friendly champion. the first ward must be placed inside the camp and the other ward (or the champion) must be placed out. When the objective is low enough you





This is not specificly related to
Lee Sin itself, but i think that 35-40% of the improvement of my gameplay came from mastering this setup.
What is smart casting?
Smart casting is a setup of your game that allow you to casta skill, spell, or use an item imediatly when you press the key on your keyboard without left clicking your target, pretty much like
Flash work.
The actual advantage lies in the fact that you reduce the mumbers of click needed for the action you want to perform. Less click mean less time to perform a combo, less time mean that your opponent have and harder time to react that traslate into an incredible increase of your performance.
Using smart cast of course remove the indicators of the spell (the range of the spell) but this can be helped by setting "show smartcast indicator" in the option panel, this will cause the spell to show the range as usual when you press the key and to cast it in the moment you release the key.
I really cant stress enough how usefull this setup is, and i suggest you all to try it out for a couple of games to feel the difference.
To set your smart cast you must change your Key binding in the in-game setting, binding your regular key (q, w, e, r,) with the "smart cast spell #" option.
Also remeber you can bind your item slots with smart casting as well, making the placing of ward way easyer, and making ward jumping alot smoother.

What is smart casting?
Smart casting is a setup of your game that allow you to casta skill, spell, or use an item imediatly when you press the key on your keyboard without left clicking your target, pretty much like

The actual advantage lies in the fact that you reduce the mumbers of click needed for the action you want to perform. Less click mean less time to perform a combo, less time mean that your opponent have and harder time to react that traslate into an incredible increase of your performance.
Using smart cast of course remove the indicators of the spell (the range of the spell) but this can be helped by setting "show smartcast indicator" in the option panel, this will cause the spell to show the range as usual when you press the key and to cast it in the moment you release the key.
I really cant stress enough how usefull this setup is, and i suggest you all to try it out for a couple of games to feel the difference.
To set your smart cast you must change your Key binding in the in-game setting, binding your regular key (q, w, e, r,) with the "smart cast spell #" option.
Also remeber you can bind your item slots with smart casting as well, making the placing of ward way easyer, and making ward jumping alot smoother.
This Chapter used to be in the Item section but after some meditations i realized that is better to discuss Boots in a separate place.
I assume everyone agree you need a pair of boots on every champ and in every situation(unless you are really stomping in 14 min-win), but choosing wich one might be hard at some times, my advice is to always get
Mercury's Treads in late game, but you can always buy a different pair of boots for early-mid and switch later. But enough anticipation! Let's Get started!
I assume everyone agree you need a pair of boots on every champ and in every situation(unless you are really stomping in 14 min-win), but choosing wich one might be hard at some times, my advice is to always get

Mercury's Treads
These are, hand down, the best boots in the game, why? Tenacity. You need tenacity, period. There is no realistic team composition that have so few CC that you can neglect tenacity, and if you ever find such a team, your team will obliterate them before even bother to upgrade your tier one boots. As a basic rule i always suggest to get this boots lategame , simply sell your current boots and get ![]() |
Ninja Tabi
Very good item when facing AD team that rely on autoattacks, the passive is pretty much OP early game and work on neutral mostres too, plus this item is very cheap and you can get this very fast
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Boots of Mobility
The move-very-fast boots are great for lane phase and mid game roaming, and will help you to be everywhere, if your ganks are going effective this boots will help you ruin your enemy's day, the downside of this boots is that once you are in combat they loose any utility and became plain t2 boots, i recommend to sell this as soon as you find yourself in teamfight more then roaming
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Boots of Swiftness
Usually people think this boots are useless, but this isnt true at all. These boots give the highest consistent MS value, in other words, you can virtually catch anyone and escape anyone, plus dont understimate the slowing reduction passive, play against a ![]() |
Ionian Boots of Lucidity
CDR Boots, plain and simple, i never bought them on ![]() |
Berserker's Greaves
![]() |
Ok now i will analyze the items i use on
Lee Sin, but as introduction let me point out something about the concept behind this whole analysis.
First you shoud adapt your build to the situation. What that mean? Simply that happens many times that your team is slighly different from the current meta, or you want to adopt a particular strategy (split push, early aggression, all roamer, all teamfight, high DPS/low CC, Wombo Combo team..ecc), also happen that you dont reach the gold required for that particular item in the phase of the game you are supposed to, or can happen that you succeed 6 gank in a row and have a tons of extra gold, or the enemy team is unconventional...and more. so the key word is itemize accordigly to the situation,
Lee Sin is a very versatile champion and can fit every team composition and situation if played and built smart.
This section is the one i reworked the most in the update from my previous guide, that's due to change in my gameplay, removing of some core items (bye bye
Runic Bulwark i'll miss you), and change of the metagame.
As you can see i posted 2 different builds, the first pack all the offensive item and the second all the defensive items i discuss in this chapter, of course you can mix the 2 build to fit your role better and the build as you can see them are purely for explicative purpose.
In the following analisys i neglected adding
Health Potion and sight ward and that are the only item i always have in the build, while the first one is optional, WARDING IS A MUST
Ok enough said.

First you shoud adapt your build to the situation. What that mean? Simply that happens many times that your team is slighly different from the current meta, or you want to adopt a particular strategy (split push, early aggression, all roamer, all teamfight, high DPS/low CC, Wombo Combo team..ecc), also happen that you dont reach the gold required for that particular item in the phase of the game you are supposed to, or can happen that you succeed 6 gank in a row and have a tons of extra gold, or the enemy team is unconventional...and more. so the key word is itemize accordigly to the situation,

This section is the one i reworked the most in the update from my previous guide, that's due to change in my gameplay, removing of some core items (bye bye

As you can see i posted 2 different builds, the first pack all the offensive item and the second all the defensive items i discuss in this chapter, of course you can mix the 2 build to fit your role better and the build as you can see them are purely for explicative purpose.
In the following analisys i neglected adding

Ok enough said.
Ravenous Hydra
This item is awesome on ![]() ![]() ![]() ![]() ![]() |
Spirit of the Elder Lizard
The natural offensive upgrade for your ![]() |
Spirit of the Ancient Golem
This item recived a rework to suit better slow junglers and to reward hp stacking, as drawback it no longer give tenacity, i feel that now this item is useless on ![]() |
The Black Cleaver
AD, HP, CDR and fantastic armor penetration, for 3000g you really cant buy anything better, this item will help you shred trough the enemy with ease and will also help all your team damaging your target, a very good item to have
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Last Whisper
One of the best item in the game, for only 2300 g you will ignore 35% of enemy armor and have 40 AD, a must have for anyone that seriously want deal damage lategame![]() |
Warmog's Armor
This item is the most effective way to stack hp...only hp. It is cost effective by its own and is relatively cheap. Simply put this is the item you want to get tanky against an entire team with only one slot for defensive items, also is extremely good if paired with armor and MR but having it alone also work great. I really dont like plain item like this but out of doubt it do its work.
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The Bloodthirster
Used to be the best AD item around, now it lost this status, i dont find any good reason to buy this over a ![]() ![]() |
Randuin's Omen
Very good item to protect you from AD/AS champions (even after the nerfs, riot why so much hate?), the passive of ![]() ![]() ![]() |
Frozen Mallet
I used to love this item before the nerf of the duration of the slow, but it is still decent, i buy it when i find myself struggling to stick with my enemy (![]() ![]() ![]() ![]() ![]() |
Spirit Visage
This is a very good item after the buff, it provide the second higher magic resist value of the game, some hp and a massive amount of CRD, i tend to not build that much CDR on ![]() ![]() |
In this chapter i will discuss other item that are alos viable on
Lee Sin. To be honest most of them i consider not viable at all (like
Atma's Impaler) but some other player find them usefull in some wahy, if you ever want give them a try here my impression about them.


Atma's impaler
Imo this is an overrated item. The armor is actually good, but the crit chance is somewhat low, plus it has a real problem with the recipe: is pointless to buy this item before you have at least a big Hp item, but you have to buy ![]() ![]() ![]() ![]() |
Banshee's veil
this item got great love in the last patch like was for ![]() ![]() ![]() |
Trinity Force
Finally this item got some love from riot, it used to loose the race with his close cousin ![]() ![]() ![]() |
Blade of the Ruined King
This used to be my main item on the previous version of this guide, sadly the nerf bat strike hard and this item suffered it alot. But not only the active nerf set this item back, mostly is the meta changing that convinced me to buy this item way less then i used to. Simply put the HP meta is slowly changing and ![]() ![]() ![]() ![]() |
Thornmail
A very situational item, it provide the highest armor in the game for a real cheap cost, the downside is that this provide only armor and nothing else. The passive is great if the enemy AD carry is getting fed but i suggest you build this only if at least 2 enemy rely only on autoattack as surce of damage (dont buy this vs ![]() ![]() |
Locket of the Iron Solari
Sadly riot removed my beloved ![]() ![]() ![]() |
Guardian Angel
Personally i dont like this item much but is still a very good option if you getting insta bursted, has a decent amount of armor and magic resist but if you buy this is mostly for the rebirth passive, i've seen many equal game turning in one side's favor just becasue all 5 bought ![]() |
Sunfire Cape
Imo this is a weaker and cheaper version of ![]() ![]() ![]() ![]() |
Maw of Malmortius
This is a very good item, it provide good AD and decent magic resist, and a great life-saving shield, buy this to counter bursty champion with low hp pool, also this provide increased AD accordingly to your missing health, making you able to perform crazy turn around at low health for the lulz.
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Mercurial Scimitar
I dont like this item. Yes it give massive amount of magic resist and AD and the active of ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Wriggle's Lantern
![]() ![]() ![]() ![]() |
Ruby Sightstone
After the release of this item you hardly see a team that dont run at least one of this, just HP and some free wards around, wards win games and everyone know it so if your supp isnt doing enough with that you can buy a ![]() ![]() |

There is a sad truth in League of Legends: is Always a jungler's fault.
If you (like me..) had the misfortune of falling in love with the jungler role and you (like me...) play alot of solo queue i suggest you to subscribe in a yoga gym, or in a camunity for the rage suppression, or to provide yourself with some drugs or alchool.
Why? Well i must warn you: Whenever any of your team mate will die wherever in the map and for any reason it will be your fault, you will get one (or more) report for every game you loose and get flamed in 90% of every game you play.
Point is that your team mate will expect you magically appear out of nowhere and save them in the most desperate situation with ease, give them the kill, towerdive, take the turret, provide them a buff place a couple of ward and disappear in a blink of an eye, all while doing the same thing in another lane. When the current reality will hit their face they will just flame you because you didnt satisfy their hopes. God save you if you loose the game, or if anyone loose the lane hard, it will be your total fault regardless of how good you doing or how horrible your laner did.
My advice is to completly ingnore them. Dont argue. Dont try explain that even your champion have a limited movespeed and cooldowns, dont try to say that you dont have a stun, dont point out that your team should stop push if they want a gank. Ignore them. If you waste time typing you will have less time to get xp/gold or to gank, also like every keyboard-arguind everyone want to have the last word, and the complains will be endless and totally ruin your day. As important side even if you are frustrated by the repeated flame of your team dont flame back. Be sure that you get so many report as jungler that 50% of your games are rewied by the tribunal, and you are the most exposed at disciplinary action, dont make them find a reason to punish you.
In this chapter and in the following i'll amply discuss the jungler role, the jungle monster, the basic of ganking and the varius tips about jungling in general. All i'm going to share are personal opinions so take that with a grain of salt (still i greatly apreciate comment and discussion about that), but i think that there are concepts that really represent a good way to interpretate the jungler role.
If you are experienced at jungling with others champions you can skip this section, here i'm just introducing new player to the wonderful world of the jungle. Let's start.
In first place we have to clarify why we even bother to go in jungle. In short the main aim of having a jungler is to make the other lane to be more fed. According to game mechanics every champion that is near to a dying enemy creeps or neutral monster take a portion of the experience it provide, so at equal number of creeps (in range of exp) 1 champion alone level faster than 2 champions, 2 champion level faster then 3 and so on, so in first place we go in jungle to let one of your teammmate (top) to get the full xp/gold from the creeps, while we kill neutral monster to do the same. Is this progression equal? no. While you can keep the range for the first 5-6 levels usually the jungle creeps start do be severely overcome xp/gold wise by lane creeps so consider that we are way underfed compared to solo lanes (we might keep the track with duo laners xp wise but due to the 0 creeps support meta we have more gold then support but way less then AD carry).
We all know that the task of the laners is to protect our turrets while taking down enemy turrts, but the jungler has no turret! so what's our task? due to the particular gameplay of jungler he must act like a jolly, he must do everything that your laner cant/dont get to/dont think at, in practice we must do everything and more. I'll follow with some of the general task of a jungler trying to go in depht of each to answer many question that might come into mind while wondering at jungling.
If you are experienced at jungling with others champions you can skip this section, here i'm just introducing new player to the wonderful world of the jungle. Let's start.
![]() |
The Jungler Role
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![]() |
In first place we have to clarify why we even bother to go in jungle. In short the main aim of having a jungler is to make the other lane to be more fed. According to game mechanics every champion that is near to a dying enemy creeps or neutral monster take a portion of the experience it provide, so at equal number of creeps (in range of exp) 1 champion alone level faster than 2 champions, 2 champion level faster then 3 and so on, so in first place we go in jungle to let one of your teammmate (top) to get the full xp/gold from the creeps, while we kill neutral monster to do the same. Is this progression equal? no. While you can keep the range for the first 5-6 levels usually the jungle creeps start do be severely overcome xp/gold wise by lane creeps so consider that we are way underfed compared to solo lanes (we might keep the track with duo laners xp wise but due to the 0 creeps support meta we have more gold then support but way less then AD carry).
We all know that the task of the laners is to protect our turrets while taking down enemy turrts, but the jungler has no turret! so what's our task? due to the particular gameplay of jungler he must act like a jolly, he must do everything that your laner cant/dont get to/dont think at, in practice we must do everything and more. I'll follow with some of the general task of a jungler trying to go in depht of each to answer many question that might come into mind while wondering at jungling.
Ganking
This is maybe the most iconic Jungler's task, basically ganking mean to sneak into a lane trying to kill the enemy laner(s) with the number/position advantage. If the gank is sucessful your team get one or more kills, or force your enemys to use their defensive summoner's spell, or at very least to force your enemys out of the lane while your team mates is still healthy to keep farm, when a gank occur your enemys is forced to play more safe or to waste resources to be as efficient as usual, weakening their resilence in lane and giving your team mates the upper hand in trades, this effect is called applying lane pressure.
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Buff Management
This basically consist in damaging blue and red buff until appropiately low, then making your team mate (usually mid for the blue and AD carry for red) to kill it quickily then rushing back into the lane with minor loss of xp/gold. To be honest most of the time this task can be limited to the blue buff to your mid laner wich impact the most having the blue buff, allowing him to spam his ability to harass. Usually you start giving the buffs from the second spawn and on, but it really depend from the champion in midlane and the necessity for the jungler itself to have it, this mostly apply for the red buff, that is very handy to have for jungler due to the slow. on autoattack durning ganks.
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Securiing Objectives
Securing objectives mean to control and manage the dragon and the baron trying to assure the killing blow on these enemies to your team. The enemy jungler want the same thing so basically the point is to find the right moment to achieve these objective without the enemy team disrupt you. ![]() |
Lane coverage
Happen that your team mate are severely injured due to a gank or they had too hard harass or lost a trade when your enemy is still healty and with serious pushing ability so if your laner leave the lane alone the turret is in danger, in that case the jungler cover the lane until your ally is back.
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Warding
This is not properly a jungler task, is just that everyone have to ward, included you (still when someone complain that there are few ward on the map he should keep in mind that he share 1/5 of the guilty with the team). But due to your roaming nature you can put wards in strategical spots or inside the enemy jungle to keep track of the enemy jungler to prevent ganks or counterjungle
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Split Pushing/Backdoor
Sometimes happen that you and enemy team are stuck in a dead point of the game facing each others but none of the team willing to engage, or you just want to make the enemy team split, in these situation you go alone to an uncovered lane and push it as far as you can to make one or two enemy be forced to leave the siege to protect their structures. beware this is a risky move and have to be used with caution, be sure you notice when the enemy come for you and be sure you dont get ambushed while pushing, ![]() ![]() |
Counterjungling
This is optional and for experienced junglers currently playing certains matchups, this consist into going into the enemy jungle trying to steal enemy buffs and/or killing the opponent's jungler in order to take an advantage on him making him less efficient as jungler, this require map awarness, strong duel ability and coordination with your team mates, watch out for enemy laners tho, if they are missing is wise to not counterjungle too much. Master yourself and master the enemy before try this, and anyway just dont counterjungle champions extremely fast/strong duelist (one example for all ![]() |
In this chapter i'll describe all the neutral moster you will find in the jungle. To be a good jungler you have to know all about the camps you going to clear, included spawn time, resurces required to clear, estimated time ivestment and respawn time. Once you have clear in mind all these information you can take decision like where to gank, what path you will follow, the counterjungle strategy, or when to recall to optimize time/gold.
Golems
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Golems are imo the less worthy camp to clear, they deal relatively high damage for a small reward of xp golds plus you can find them in a very unconfortable place to reach wich is in no ganking path, i most of the time skip this for my first route and maybe the second.![]() |
Wolfs
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Wolfs are one of the basic camps, each camp consist in one big wolf and two small wolfs, these mosters deal respectable damage but they are relatively squishy and overall rewarding, also wolfs are the only type of neutral moster that have a crit chance so dont be upset if the damage you recive isnt consistent trough different clearings.![]() |
Wraiths
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Wraith are maybe the easyer camp , each camp consist of 1 wraith and 3 lesser wraith, this camp give relatively low xp/gold but the hp/time investment is minimal as well, so this camp is a good one.![]() |
Ancient Golem
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Anncient golem provide one of the 2 basic buff of the game commonly known as "blue buff", it provide 20% cool down reduction and heavy mana/energy regen, basically you cant have mana problem with this buff on, the management of this buff is vital in every match, if your team can have it regulary have a major advantage over the enemy, this is particulary true for your AP carry, but most of the jungler that use mana to be able to spam ability and clear faster in the first clear. The camp consist in the Ancient Golem it self and 2 small lizard, the buff is tied to the Big golem only so you dont need to kill the small lizard if your sole purpose is the buff, the big golem deal high damage at a slow attack speed. A good jungler keep track of this buff regualry and manage to give to the most needing team mate.![]() |
Elder Lizard
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The Elder Lizard provide the second buff of the game commonly known as "red buff", it provide on-hit slow on basic attacks with a true damage DoT effect, this buff along with the blue buff is very important but fit a different role, mostly this buff is used to gank lanes reling on the slow or later in the game this ad some CC on your AD carry. The Elder Lizard deal massive damage so handle this camp with care. The camp consist in the Elder Lizard and 2 small lizard.![]() |
The Dragon
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The dragon is the second most importnt neural monster of the game, it spawns alone and the team who kill it gain 190 gold each member. The dragon is very powerful and until mid game you wont be able to kill him alone (unless you play few jungler with particualr features) all his basic attack apply a debuff that deal 60 true damage as DoT and slow attack speed by 20%, this debuff refresh on subsequent attack and dont stack. Controlling dragon is huge gold advantage for your team and killing it efficiently is one of the keys of the game.![]() |
The Baron Nashor
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The Baron Nashor is the strongest neurtal monster in the game and is almost imposible to kill alone unless very fed or playng with particular junglers. On kill it provide 300 gold for each member of the team and a specific buff for the team that give massive hp/mana regenand bonus AP and AD based on level. The buff is so powerfull that usually the team who have it is going to win the game at the next push. Of course controlling this objective is extremely important and most of the time securing it is the turning point of a game. The baron is extremely powerfull and is the only one that have skills. Definitly the most important objective in game.![]() |
[In the previous chapter we learned to know every jungle monster and the respawn time of each camp, so now we have enough information to decide the "path" we will follow while clearing the the various camps. Why is this important? Deciding where to start and where to proceed is vital in order to minimize the idle time waiting a camp to respawn or the time spent to move trough the jungle. Ideally you should return in a cleared camp just in time for the monster to respawn.
IMPORTANT: a camp will start the respawn timer when the last monster of the camp is killed so dont leave living small creeps if you want to have a camp respawn, vice versa you can intentionally leave one small creep alive when counterjungling to make the camp not respawn until the enemy jungler notice the invasion.
When choosing the path you will follow you must keep several information in account, one of the most important is when you foresight to gank and wich lane.
One of the main mistake i see often in people jungling is to waste the red buff: many people take it just to waste it in the jungle.
To speak short the red buff is for ganking. Period. Dont take the red buff just to speed up your jungle route, is stupid and ineffective; many people just think that
Lee Sin must start at red buff, that's not completly true.
Lee Sin is capable to efficiently gank at level 2 and this is a fact, but still that's not always the case, and ganking no matter what isnt a good way to set your mind in the jungle, be sure that your team mate have some CC ability or that you can profit for the gank before going for it.
Here i prepared some jungling path i use often, these are just expamples not set in stone but i recommend to give a try for each.
In the last patch the jungle has changed: is no longer posible to start at small camps before heading to buff camps, due to the delayed spawn time of the wolf/wraith/golem. This change surely helped balancing the game (the blue team had a consistent advantage due to golem kill for carry) but also radically changed how to jungle in early game. Long story short, you must start at one buff, you just have to choose which one.
Start at Elder lizard, afterward you can gank midlane, top if you are on purple side, or bot if you are blue side. use this path to have the faster gank, usually you can gank a lane before they even reach level 2 while you get it anyway after killing the red Lizard. If you choosed to run this path you want to gank as much as posible, so you afterward run at wolfs, go wraith for lv 3 and gank again while your red buff is still ongoing, if one of this gank is successful you've done your job, if not, you wasted your red buff, and generally the enemy jungler is ahead of you, good luck.
Start at blue and ask for a smiteless leash, then go straight red and use smite, then gank, i used to avoid this route before last patch but the latest jungle changed revamped this route greatly and indeed is the route i most often use, you can gank at lv 3 with both buffs on at min 3, currently is maybe the best option.
Start blue and use
Smite on him, proceed with wolf, when you kill the wraith alone go back to wolf that will respawn exactly whern you reach the camp, at this point you are lv 3, go to the Red buff and you will be able to use
Smite on him. for the faster kill time on red lizard you have to place behind him, use
Tempest 2 autos
Cripple 2 autos
Safeguard 2 autos
Iron Will 2 autos, while auto the second time use
Smite for extra heal from spellvamp, then use
Sonic Wave / Resonating Strike for last heal and kill (use this sequence if you are sure your enemy laner inst any near, if you fear being counterjungled just use
Smite to secure the buff as usual), after you kill red you can quickly clear the newly respawned wraith to get lv 4 and gank mid or bot. This is the path i prefer and i use this like 80% of the times, it make you gank with lv for at 4:30 mark if played correctly with not less then 85% hp (i manage to do it full with ne potion left most of the times). used to be my main route but since is no longer posible to time it perfectly due to jungle changes it lost viability, you can still try.
You can make your own prefered path in the jungle, but as general rule try to take the red buff imediatly before ganking, also is good to gank at highest level posible within lv 6 (you should have a slight advantage over lanes xp wise until then) so check your xp bar to know how many camps you need to get to the next level and if that camps are in the path of your next gank spot.
IMPORTANT: a camp will start the respawn timer when the last monster of the camp is killed so dont leave living small creeps if you want to have a camp respawn, vice versa you can intentionally leave one small creep alive when counterjungling to make the camp not respawn until the enemy jungler notice the invasion.
When choosing the path you will follow you must keep several information in account, one of the most important is when you foresight to gank and wich lane.
One of the main mistake i see often in people jungling is to waste the red buff: many people take it just to waste it in the jungle.
To speak short the red buff is for ganking. Period. Dont take the red buff just to speed up your jungle route, is stupid and ineffective; many people just think that


Here i prepared some jungling path i use often, these are just expamples not set in stone but i recommend to give a try for each.
In the last patch the jungle has changed: is no longer posible to start at small camps before heading to buff camps, due to the delayed spawn time of the wolf/wraith/golem. This change surely helped balancing the game (the blue team had a consistent advantage due to golem kill for carry) but also radically changed how to jungle in early game. Long story short, you must start at one buff, you just have to choose which one.
Starting Red, Lv2 gank
Start at Elder lizard, afterward you can gank midlane, top if you are on purple side, or bot if you are blue side. use this path to have the faster gank, usually you can gank a lane before they even reach level 2 while you get it anyway after killing the red Lizard. If you choosed to run this path you want to gank as much as posible, so you afterward run at wolfs, go wraith for lv 3 and gank again while your red buff is still ongoing, if one of this gank is successful you've done your job, if not, you wasted your red buff, and generally the enemy jungler is ahead of you, good luck.
Starting blue, level 3 gank
Start at blue and ask for a smiteless leash, then go straight red and use smite, then gank, i used to avoid this route before last patch but the latest jungle changed revamped this route greatly and indeed is the route i most often use, you can gank at lv 3 with both buffs on at min 3, currently is maybe the best option.
Starting blue, level 4 gank
Start blue and use









You can make your own prefered path in the jungle, but as general rule try to take the red buff imediatly before ganking, also is good to gank at highest level posible within lv 6 (you should have a slight advantage over lanes xp wise until then) so check your xp bar to know how many camps you need to get to the next level and if that camps are in the path of your next gank spot.
There is no way to explain how to gank, every gank is different form another because it is all about positioning, map awarness and team coordination. i'll give you some general tips in this chapter but your best teachers will be the time and the patience.
- Make your team mate know you are ganking, you cant kill any opponent alone, your team mate must follow the gank and deal some damage for the gank to be successfull, otherwise you will just end eating some turret shot, new pings help, but be very sure your laners understood and have enough hp/mana to be effective durning a gank.
- Be aware of enemy wards, the enemy team will probably ward important spot so be sure to avoit warded spot, for example if you know the ememy has a ward in the top-bush on the river you can gank from the tribush passing behind the baron nest to be unseen until strike, also you can
Safeguard to a ward to jump warded spots and do a surprise gank.
- Keep track of enemy
Flash, if the enemy use
Flash and your
Sonic Wave is on cooldown, just give up, burning a summoner spell is good for a gank, still you want to gank again within 5 minutes to exploit the cooldown and net a kill, knowing when the spell is up again is very usefull. Also remember you can
Sonic Wave an enemy, wait he
Flash then follow with
Resonating Strike.
- Use you CC ability, almost every gank need some form of CC to be effective you have a good slow from
Cripple but dont forget your activated items such as
Blade of the Ruined King and randiun's omen as well, use that to lock down you enemy.
- Focus the squishy, dont bother ganking a the tank if there is a tasty squishy with him, this apply for your team mate too
- Dont take useless risks, like
Resonating Strike under a turret with no creeps to
Safeguard out, leaving a uncertain kill to avoid a certain death is a good exchange.
- Gank only overextended lanes, ganking a lane you know will end in a tower dive is just exposing you to a risk, ignore your team mate if he insist you dive, he most probably let you die to get the kill then blame you for feeding
- If your team mate call you for ganking give them your estimated time of arrival, this is particulary important if you have to shop or to clear a camp before ganking, or simply if you have to travel half map to get there, donnt expect them to know that you have to recall first, thy will never pay attention to your life bar, just give them your timing (and respect it).
As i said in the previous chapters everyone has to ward the map, just to repeat an obvious sentence "wards win games" and everyone know it.
In this image i pointed some general spot that is good to ward. (assuming you are the blue team)
TheRed dots are the most important spot: warding Dragon and Baron Nashor is vital for any game so whatever happen be sure to have a ward there, better if a vision ward to remove enemy wards.
The Yellow Dots point places usefull to protect your laners and usually they should provide for theyrself, if they cant or are too lazy you can place one or two to protect from incoming ganks, the key of that placement is to check multiple path with each ward, like entrace form jungle and river with the mid-river ward.
The Purple dots show where to place wards if you fear to be counterganked or invaded often, again the reason behind that placement is to have vision of multiple path with a single ward.
The Green dots show where to place wards if you want to check enemy objective and try a counterjungle or set an ambush, i highly recommend to spend the most of your warding this way, as a jungler you have the mobility to give the vision advantage in the enemy jungle just when the small skirmish start to happen giving your team the upper hand.
In this image i pointed some general spot that is good to ward. (assuming you are the blue team)

TheRed dots are the most important spot: warding Dragon and Baron Nashor is vital for any game so whatever happen be sure to have a ward there, better if a vision ward to remove enemy wards.
The Yellow Dots point places usefull to protect your laners and usually they should provide for theyrself, if they cant or are too lazy you can place one or two to protect from incoming ganks, the key of that placement is to check multiple path with each ward, like entrace form jungle and river with the mid-river ward.
The Purple dots show where to place wards if you fear to be counterganked or invaded often, again the reason behind that placement is to have vision of multiple path with a single ward.
The Green dots show where to place wards if you want to check enemy objective and try a counterjungle or set an ambush, i highly recommend to spend the most of your warding this way, as a jungler you have the mobility to give the vision advantage in the enemy jungle just when the small skirmish start to happen giving your team the upper hand.
Conunterjungling is to go in the enemy jungle and steal enemy camps to slow down the enemy jungler or to set an ambush to kill him, to be successfull in this you need some caution and good awarness, here some generic tips.
- Warn your team mate to keep track of enemy laners, if they come help the enemy jungler you are pretty much screwed.
- If you dont plan to kill your enemy just take the camp fast and run away, stealing a buff is incredibly vaulable in the game economy.
- If you get ambushed in the enemy jungle you might consider an oracle elixir to know if you've been spotted by wards (this work also if you get ambushed in your own jungle)
- If the enemy jungler is ganking a lane seize the opportunity to counterjungle him on the opposite side of the map
- Leaving one small creep in a camp will prevent the camp to respawn prolonging your advantage.
- be sure you have an escape mechanism up when counterjungling if the things turns ugly.
Flash and/or
Safeguard + sight ward highly recommended.
- More time spent in the enemy jungle increase the chances you get spotted and ambushed
- Counterjungling with
Smite on cooldown drastically decrease your chance of success
So now we have an idea of what doing in the jungle, now let's see how to behave in the teamfight.
Sadly
Lee Sin is relatively weak in large teamfight due to his particular playstile. He is not a tank, and he will never be despite all the tank item you can build,
Lee Sin has no defensive steroid nor sufficient CC to lock down anyone in the fight making him quite ignorable if dont deal sufficient damage to be relevant, yet
Lee Sin is neither a carry, you cant carry games because you have no crit chance nor high autoattack damage vs structures or tanks, and you cant assassinate like
Akali or
Zed. Your task will be different.
First of all you can peel for your ad carry, it mean you babysit him and interpone when some tanky bruiser come close to shut him down,
Cripple is very good to disable autoattackers just the time your carry melt them, if they are too scary you can either
Dragon's Rage them away and disengage.
Peeling is not a secondary task, your ad carry life has the priority and if you can make him survive you most probably win the teamfight.
Another role you can cover in teamfight is the disruptor, come from the backline and kick enemy carry out of position in order to create panic and give your team the chance to insta burst him and win the fight, this is risky because if you dont have an escape you can get killed in the meanwhile, otherwise is golden.
Lastly you can be the perfect bait, you can make the enemy team run into an ambush exploiting your superior mobility to get out sticky situation and turn them to your profit, also risky, but so be it.
Dont forget
Lee Sin is a great chaser and can clear fleeing enemy with ease, so remeber to position right to be on the way when the enemy will retreat.
Sadly





First of all you can peel for your ad carry, it mean you babysit him and interpone when some tanky bruiser come close to shut him down,


Peeling is not a secondary task, your ad carry life has the priority and if you can make him survive you most probably win the teamfight.
Another role you can cover in teamfight is the disruptor, come from the backline and kick enemy carry out of position in order to create panic and give your team the chance to insta burst him and win the fight, this is risky because if you dont have an escape you can get killed in the meanwhile, otherwise is golden.
Lastly you can be the perfect bait, you can make the enemy team run into an ambush exploiting your superior mobility to get out sticky situation and turn them to your profit, also risky, but so be it.
Dont forget

You reached the end of my guide too
Lee Sin, thanks for reading and i hope that this guide will help you improve your game or give you some point to think at while playing
Lee Sin.
Remember that
Lee Sin is all about mobility and quick burst so be aware of your ability and enemy's equally, and overall have fun playing.


Remember that

Thanks to jhoijhoi for her's guide How to make a Guide that helped legions of guide-makers
Thanks to Caballeros for no actual reason
Thanks to Satella for helping with the mastery coding
Thanks to Caballeros for no actual reason
Thanks to Satella for helping with the mastery coding
Any contribution to this guide will be apreciated, that include videos, banners, constructive criticism, pointing out typos and grammar mistakes, your opinion and consideration etcetera.
Also if anyone know how to solve the following issues with this guide will have my gratitude
Thanks anyone will answer my questions
Also if anyone know how to solve the following issues with this guide will have my gratitude
- cant get the ability icon string for some reason(seems the blog dont recognize the name of the champion) this work for other champions but seems it dont work for
Lee Sin (example down)
- how to make reference to boots enhancements in bb coding " homeguard" dont work
Thanks anyone will answer my questions
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