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Lee Sin Build Guide by Zee Led

Jungle Whisky's Lee Sin Guide for Winners

Jungle Whisky's Lee Sin Guide for Winners

Updated on May 30, 2019
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League of Legends Build Guide Author Zee Led Build Guide By Zee Led 60 4 75,773 Views 2 Comments
60 4 75,773 Views 2 Comments League of Legends Build Guide Author Zee Led Lee Sin Build Guide By Zee Led Updated on May 30, 2019
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Champion Build Guide

Whisky's Lee Sin Guide for Winners

By Zee Led
Introduction
Hello!
I'm Whisky, mostly playing on EUNE server. My current rank is master tier. Lee Sin is my most played champion since season 3, I have over 480k maestry on him and I'm here to share my experience from years of playing.
About Lee Sin
Lee Sin is one of the best early game junglers, with huge burst damage and mobility. After getting level 6, he is unstoppable. You can use Lee Sin as main tank with engage, assasin, fighter, it's up to you.
Pros and Cons

Pros:

+Huge burst damage
+Strong ganks
+Quick wave clear
+Mobility

Cons:

-Must play with ward trinket
-Without wards his mobility drops
-Hard to master

Abilities
Flurry (passive)
After Lee Sin uses an ability, his next 2 basic attacks gain Attack Speed and return Energy.

Sonic Wave / Resonating Strike (Q)
Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/75/100/125/150 (+1) physical damage to the first enemy it encounters, granting True Sight of the target. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/75/100/125/150 (+1) to 100/150/200/250/300 (+2) physical damage based on the target's missing Health.


Safeguard / Iron Will (W)
Lee Sin rushes to target ally. If the ally is a champion, Lee Sin shields the ally and himself for 55/110/165/220/275 (+0.8) damage for 2 seconds and Safeguard's cooldown is reduced by 50%. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.Iron Will: Lee Sin gains 10/15/20/25/30% Life Steal and Spell Vamp for 4 seconds.

Tempest / Cripple (E)
Lee Sin smashes the ground, sending out a shockwave that deals 80/120/160/200/240 (+1) magic damage. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.Cripple: Lee Sin cripples nearby enemies struck by Tempest for 4 seconds, slowing their Movement Speed by 20/30/40/50/60%. Movement Speed recovers gradually over the duration.

Dragon's Rage (R)
Lee Sin performs a powerful roundhouse kick knocking an enemy champion back and dealing 150/375/600 (+2) physical damage.Enemies the target collides with are knocked into the air briefly and take physical damage equal to 150/375/600 (+2) plus 12/15/18% of the initial target's bonus health.
Standard Pathing
This is my standard jungle pathing on both - blue and red side. The picture doesn't include ganks, because I wanted to explain it a bit. Also pathing should be different if your champion is weaker early than the enemy jungler. You can gank top or mid after 3rd or 5th camp on the blue side. On the red side you can also gank mid/top, but after 4th and 5th camp. Scuttle contest. On the picture I marked 5th camp as top stuttle on both sides. Why? Because it's easier with my pathing, so you don't have to rotate half a map just to get the bottom one. In some cases, you might be forced to. If your champion is weaker than the enemy jungler, change your pathing. If you see him doing top scuttle, don't approach, go to bottom crab ASAP and try to kill it, before enemy jungler comes to you. Standard recall is after 5th or 7th camp.
More advanced lee sin plays
Ward kick
This is the most popular lee sin play, where you simply dash to the enemy with your Q and then dash behind them with ward W.

You can also use that in order to kick multiple targets




Flash kick
If your W/ward isn't up, you can use flash. This trick makes it harder for the enemy to react, because it's really quick. It's very simple, you press R on the enemy and then immediately flash behind them.

Just as shown earlier, you can also use it on multiple targets.




Ward flash kick
You can actually combine both ward and flash in order to get some more range on kick.



E Flash
This works just like flash kick, first you use E and then flash immediately. The purpose is to make enemy unable to react in time with flash/dash to escape.
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