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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Volibear
You don't stand a chance agaist volibear if he has his passive. He will slap you to your death, then eat you. Stay away from him unless his passive is down/you are super ahead.
Ideal
Strong
Ok
Low
None
Introduction

Pros:
+One of the strongest early game champions
+High damage early game
+The champion with the most mobility in the game
+Great at ganking
+Great engage and disengage
+Style Points
+Farms well with Ravenous Hydra
+Good early clear
Cons:
-Falls off late game
-Hard to play
-Even harder to master
-Hard to balance his energy
-He is blind
+One of the strongest early game champions
+High damage early game
+The champion with the most mobility in the game
+Great at ganking
+Great engage and disengage
+Style Points
+Farms well with Ravenous Hydra
+Good early clear
Cons:
-Falls off late game
-Hard to play
-Even harder to master
-Hard to balance his energy
-He is blind

INNATE: After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% bonus attack speed, returning 20 energy on the first attack and 10 energy on the second.
Q:

ACTIVE: Lee Sin fires a sonic blast in the target direction, dealing physical damage to the first enemy it hits and granting True Sight icon true sight of them for 3 seconds.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)
If Sonic Wave hits, Lee Sin can cast Resonating Strike Resonating Strike within the next 3 seconds.

ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage, capped against non-champions.
「 PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% of target's missing health)
W:

ACTIVE: Lee Sin dashes to the target ally or friendly ward. If the ally is a champion, both they and Lee Sin are shielded for 2 seconds and Safeguard's cooldown is reduced to 50%. Lee Sin can self-cast Safeguard to shield himself.
SHIELD: 40 / 100 / 160 / 220 / 280 (+ 80% AP)
If Safeguard is used, Lee Sin can cast Iron Will within 3 seconds.

ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and bonus spell vamp.
BONUS SUSTAIN: 10 / 15 / 20 / 25 / 30%
E:

ACTIVE: Lee Sin smashes the ground, dealing magic damage to nearby enemies and granting True Sight icon true sight of them for 4 seconds.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)
If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.

ACTIVE: Lee Sin slows all enemies in range and marked by Tempest for 4 seconds, decaying over the duration.
SLOW: 20 / 30 / 40 / 50 / 60%
R:

ACTIVE: Lee Sin roundhouse kicks the target enemy champion, instantly Root icon rooting them for 0.25 seconds, dealing physical damage and Airborne icon knocking them back over 1 second. Enemies hit by the enemy-turned-projectile take bonus physical damage based on the kicked targets bonus health and are Airborne icon knocked up for 1 second.
「 PHYSICAL DAMAGE: 200 / 400 / 600 (+ 200% bonus AD) 」


You basically want as much cooldown reduction as possible. Go thunderlords for damage. You can also go courage of the colossus instead of thunderlords if you prefer tank lee.
Remove





Red -> Wolves -> Gromp -> Scuttle Crab (Situational) -> Gank
Lee sin is an early game champion, you want to do as much as possible in the early game.
The thing with this route is that you usually have full hp after taking the three route camps. If you are low hp after the route, then the reason is probably your low usage of his W.


I usually gank after doing my route. But I keep farming if there isn't any lane to gank. I usually gank mid or top at lvl 3. I usually start camping bot as soon as I get my




Because of the experience buff for the krugs, the jungle route has changed for almost every champion in the jungle. You will get lvl 2 from red buff as normal. After taking krugs, you will be lvl 3, after only 2 camps taken in total.
Red buff (lvl 2) -> Krugs (lvl 3) -> Gank or counter jungle.
You will be lvl 3 at 2 mintutes. This can lead to an early lvl 3 gank against a lvl 2 top or mid laner, which will mostly burn an enemy flash or maybe even get a kill for your team.
If the enemy jungler starts at his blue buff, then you can have a lvl advantage for an invade that can get you ahead of the enemy jungler.
I got this idea from Phylol. Show him some support!

You wan't to have deep wards against the enemy jungler. You should have wards on Dragon, Rift Herald and Baron Nashor. You should also have wards in river. This helps you to keep track of the enemy team. It is important to keep track of your enemy. If the enemy jungler is top side, then you can take dragon. Warding is one of the most important things to do in League of Legends.

So a lot of Lee players make a big mistake in the late game. They got fed early, so they decided to go full ad. Full ad lee sin is useless in the late game. You can't one shot the enemy carry anymore because they have a lot of life steal, has guardian angel, is tanky or can kite very well.
But how do you play Lee in late game?
I usually switch to full tank. Sell warrior and hydra to buy tank items. Buy cinderhulk. Get tank items.
You usually wan't to look for picks, objectives, baron and dragons.
But how do you play Lee in late game?
I usually switch to full tank. Sell warrior and hydra to buy tank items. Buy cinderhulk. Get tank items.
You usually wan't to look for picks, objectives, baron and dragons.

You usually wan't to kick the enemy carry into your team. Mostly the enemy adc or midlaner.
Let's say that the enemy team has a darius with full build. You decide to kick him into your team, he ends up healing from his q, then he one shot's your adc. You just lost your team the fight. NEVER kick the enemy tank into your team as an engage. You want to kick the enemy carry.
Or you can try getting a 2-5 man kick. When you kick an enemy into another enemy, it knocks them up and does the same amout of damage. So this combo alone can easily win a teamfight.
q onto an enemy minion or champion -> q -> ward to the side -> r an enemy champion into his own team (multiple champion knockup), you can also r+flash to get into a better position and kick the enemy in another direction. Watch the combo videos by Heizman to get a good explanation on how to execute a combo correctly. Like
Dragon's Rage +
Flash
For teamfighting, it is important to note that trying to hard engage the enemies carry is not always a good route. If their team has hard cc, you die before you can do anything. If their teams carry is slippery, they could turn your good engage into a free kill on you. Sometimes the best route is to use your R as a peel for your carry or look to kick a front line tank into the backline carries as your R deals bonus damage to everyone knocked up based on a percentage of the kicked champions bonus HP.
NOTE: This paragraph was written by parrotbrah
Let's say that the enemy team has a darius with full build. You decide to kick him into your team, he ends up healing from his q, then he one shot's your adc. You just lost your team the fight. NEVER kick the enemy tank into your team as an engage. You want to kick the enemy carry.
Or you can try getting a 2-5 man kick. When you kick an enemy into another enemy, it knocks them up and does the same amout of damage. So this combo alone can easily win a teamfight.
q onto an enemy minion or champion -> q -> ward to the side -> r an enemy champion into his own team (multiple champion knockup), you can also r+flash to get into a better position and kick the enemy in another direction. Watch the combo videos by Heizman to get a good explanation on how to execute a combo correctly. Like


For teamfighting, it is important to note that trying to hard engage the enemies carry is not always a good route. If their team has hard cc, you die before you can do anything. If their teams carry is slippery, they could turn your good engage into a free kill on you. Sometimes the best route is to use your R as a peel for your carry or look to kick a front line tank into the backline carries as your R deals bonus damage to everyone knocked up based on a percentage of the kicked champions bonus HP.
NOTE: This paragraph was written by parrotbrah
+A good Lee Sin knows that you don't have to land the q on the carry to kick them out of a teamfight.
+A good Lee Sin knows how to balance his usage of energy.
+A good Lee Sin knows when and how to engage.
+A good Lee Sin knows how to play against the enemy jungler.
-A bad Lee Sin always uses his
Resonating Strike when hitting a
Sonic Wave.
-A bad Lee Sin thinks that they don't need their team, a lot of Lee Sin players engage for a fight while the team isn't there with him.
Not so sick Lee Sin play

Sick Lee Sin Play
+A good Lee Sin knows how to balance his usage of energy.
+A good Lee Sin knows when and how to engage.
+A good Lee Sin knows how to play against the enemy jungler.
-A bad Lee Sin always uses his


-A bad Lee Sin thinks that they don't need their team, a lot of Lee Sin players engage for a fight while the team isn't there with him.
Not so sick Lee Sin play

Sick Lee Sin Play

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