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[Guide] A Comprehensive Guide to Lee Sin

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Kyuraine

Senior Member

08-15-2011

8/21: Added more items

8/19: Organized items section

8/17: Edited, credits to Mejakallu for bringing up some insight. Added a videos section, a baron/dragon section, a pointers/tips section, and more.

8/15: Guide created!

My name is Kyuraine. I started playing Lee Sin about ~4 weeks after he came out, and since then, I have loved it to death. Lee Sin is a strong tanky DPS, who has a high damage output with minimal damage items. He will basically destroy squishies, and even other tanky DPSes. Lee Sin is considered to be a difficult champion, but with enough practice, you can carry teams with ease and destroy your enemies. Lee Sin can both jungle AND lane, but this guide focuses on laning. I will add a short section for jungling at the end.

You should play Lee Sin if:
-You like tanky DPSes
-You know how to combo abilities together
-You like to get in there and rough everyone up

You should not play Lee Sin if:
-You like to "right click to win"
-You play squishies
-You can't aim skillshots (if you can't aim Lee Sin's Q, just go back to playing Ashe)
-You like to stay in the back and snipe everyone down

Runes:
-Armor Penetration Marks
-Flat Armor Seals
-Flat MR Glyphs.
-Armor Penetration OR Flat Health Quintessences
Reason for the Armor Penetration marks and quints is that Lee Sin just excels at harassing his opponents while taking minimal damage, and that 25 armor penetration just boosts that in every way possible. Flat Armor seals help minimize the damage you take from your opponent's early harass game, and Flat MR glyphs also help with that. Flat Health Quints if you need some extra survivability in lane, and you're up against someone difficult like Lanedyr or Orianna.

Masteries:
21/9/0.
Offense
Deadliness: 3/3 - Prerequisite
Archmage's Savvy: 1/3 - Filler OR Cripple: 1/1 - If you're taking Exhaust.
Sorcery: 4/4 - CDR is amazing on Lee Sin, as it allows him to repeat his combo over and over again quickly.
Alacrity: 3/4 - Filler
Sunder: 3/3 - 6 MORE ARMOR PENETRATION? HELL YES
Brute Force: 3/3 - Dole out a little bit more damage in the laning phase, but mostly filler
Lethality: 3/3 - Makes your crits hit a little bit harder
Havoc: 1/1 - If you're going 21 in offense, you obviously get Havoc

Defense
Resistance: 3/3 - A bit more MR never hurts.
Hardiness: 1/3 - Filler.
Evasion: 4/4 - Lee Sin just gets in there, and a bit of dodge never hurts.
Nimbleness: 1/1 - If you get Evasion, you get Nimbleness.

Assuming you take Exhaust, it should look like:
http://leaguecraft.com/masteries/310...31040001000000 (http://leaguecraft.com/masteries/3100430030330100000000000000031040001000000)

Summoner Spells:
Recommended
Flash: It's just SO good for Lee Sin, as he can use it both offensively to get in range for his Q, as well as defensively.
Exhaust: Lee Sin just gets in there and excels at 1v1, and Exhaust helps to chase, escape, and secure kills.
Smite: Only if you're jungling.

Still Good:
Ignite: Ignite helps in securing kills, but it loses its effectiveness as the game progresses.
Cleanse: I personally don't like Cleanse, but I can see it being good on Lee Sin, as a stun can shut down his combo.
Teleport: Teleport is just so useful, whether to gank, or to get back to your lane quickly, but I still prefer others over teleport.
Ghost: It's alright, but you have enough chasing mechanisms, and Flash covers all your escape needs.

If you REALLY need to...
Heal: We all know about Heal. It's nice early game, but drops off late. If you REALLY need heal, then take it.

Just...no
Revive: Common sense, no one ever takes revive, neither should Lee Sin
Fortify: It's better on someone else, like a support or a tank. Lee Sin needs his two slots for other things.
Clarity: ...If you take Clarity on Lee Sin, then you're probably suffering from a disease known as stupidity.
Rally: Lee Sin moves around too much for Rally to be of use.
Clairvoyance. Lee Sin is not a support, and anyways, he has his Q for searching bushes, and he can detect stealth with his Q and E.

Quote:
Skills

Passive: Flurry
After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 15 energy each.
This is why Lee Sin has such high burst, and also why you need to learn to weave Lee Sin's attacks and skills together so as not to waste all your energy and not waste your passive.

Q: Sonic Wave/Resonating Strike
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+1.0 per bonus Attack Damage) physical damage to the first enemy it encounters. 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 50/80/110/140/170 (+1.0 per bonus Attack Damage) physical damage plus 10% of their missing health.

Cost 50/30 energy

Cooldown 10 / 9 / 8 / 7 / 6 seconds

Alright, this is what starts Lee Sin's combo and is his gap-closer. It's a skillshot, so you have to be able to aim this, and there can't be any minions between you and your target for this to work. The bonus AD ratio is 1:1, and it's two skills in one, so you're basically getting a 1:2 bonus AD ratio, which is really quite nice. You're getting 50 damage+50 damage+10% of their missing health at level 1, which is extremely nice. Assuming you had no bonus AD, you would be doing 105 damage with this skill at level 1. At level 2 Q, you would have a 168 damage harass with no damage taken to yourself if you did your harass combo correctly (Q~Q, W.) Once you hit level 4, you can add an E~E and chase with autoattacks for even more harass.

W: Safeguard/Iron Will
Safeguard: Lee Sin rushes towards a target ally, shielding them both from 40 / 80 / 120 / 160 / 200 (+80% per Ability Power) damage. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5/10/15/20/25 lifesteal, spell vamp, and armor.

Cost 50/30 energy

Cooldown 8 seconds

Improves Lee Sin's lane sustainability hugely, and recovers quite a bit of HP. When this is maxed, you can go from half health to full by killing one minion wave when this is on. This can target allies and yourself, so you can resist harass easier. This is also extremely useful for turret diving, and harass.

E: Tempest/Cripple
Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+1.0 per bonus Attack Damage) magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.

Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Cost 50/30 energy

Cooldown 10 seconds

Range 450

I love this skill. It's great for farming, chasing, and disabling that AD carry (attack speed debuff) This also has a 1:1 bonus AD ratio, and can do pretty decent damage in team fights.

R: Dragon's Rage
Lee Sin performs a powerful roundhouse kick launching his target back, dealing 200 / 400 / 600 (+2.0 per bonus Attack Damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.

Cost 0 energy

Cooldown 90 / 75 / 60 seconds

This is my favorite skill in the whole game. It's an AoE knockup, does immense damage, can save your ass, and is a part of Lee Sin's combo. It has a 1:2(!!!) bonus AD Ratio, and has pretty huge base damage.


Your skill build should look like this:
1. Q
2. W
3. Q.
4. E
5. Q
6. R
7. Q
8. W
9. Q
10. W
11. R
12. W
13. W
14. E
15. E
16. R
17. E
18. E

Summary: QWQE, then R -> Q -> W -> E
Reason: Q is a large source of your damage, so max this first. 1 in W at level 2 so you can use your Q~Q, W harass combo (will explain later), 1 in E at level 4 so you can chase your enemies down if need be. Max Q, and then W, so you can survive team fights easier and have a huge amount of lifesteal/vamp. E is last, because it's great at level 1, and just becomes so useful towards the end.

Items
Core:
-Boots+3 or 4 Health Potions - This just adds to your awesome lane sustainability already. You don't use mana, so you don't have to go back for being "OOM" and you already have a lifesteal/spellvamp steroid. OR Cloth Armor+5x Health Potions if you're against a tough enemy like Lanedyr.
-2 Dorans Blades - Some health, a bit of lifesteal, and some attack damage. Good stuff for Lee Sin.
-Brutalizer - Early game power. Once you get your Brutalizer, you are a force to be reckoned with.
-Sheen - It builds into your Trinity Force later, and synergizes well with your passive.
-Upgrade Boots to Ninja Tabi against heavy AD, or to Mercury Treads in every other situation.
That is your core. This will make Lee Sin a pretty large threat, and only for 4647 gold (4447 if you got Tabi)!

It's situational from here.
If you're pubstomping:
-Hextech Gunblade - Nice AD and AP (for your W). 20% Lifesteal and 25% Vamp stacks with your W to give you a whopping 45% lifesteal and 50% vamp. The active is just the icing on top to help you chase
OR
-Bloodthirster - 25% Lifesteal, 100 AD with max stacks. It's nice, but I prefer Gunblade over this.
-Trinity Force - The 150% after every attack is great and synergizes with your passive. You should be weaving at least one autoattack in after every skill, and you use your skills a lot. You make use of this item amazingly well.
Then you want to get your Warmogs/Frozen Mallet and an Atmas.

If you need some tankiness:
-Frozen Mallet/Warmogs - More Health for your Atmas.
-Atma's Impaler - Attack damage, and survivability
Then you want to get either a Gunblade or Bloodthirster, and then a Trinity Force.

Have problems against AP?
-Hexdrinker - MR, AD, and a nifty passive.

Finish up by selling that Brutalizer for a last tanky item.
Against AD:
-Randuin's Omen or Thornmail

Against AP:
-Force of Nature or Banshee's Veil

Other Items worth Mentioning
-Last Whisper - Mandatory against heavy armor.
-Heart of Gold - If you're really having a lot of trouble.
Chain Vest - Early survivability against AD
Negatron Cloak - I personally think Hexdrinker should be enough for your MR needs, but if you really need some more..
Guardian Angel - Good if you need more survivability.
Wriggle's Lantern - If you're against an OP laner like Udyr.
Spirit Visage - Against OP laners like Udyr AND you need some MR

Early Game:
Lee Sin is best played as a solo top laner, but can also duo lane if need be. Focus on farming and getting that Brutalizer and 2x Doran's Blades ASAP. Your harass combo is Q~Q, W. You hit the enemy laner with your Q, then follow up with ~Q, and then W back out towards a minion. If done quickly, you can even harass your enemy under their turret without taking any damage. Just be careful against champions with stuns/snares when doing this. If you ever get low on health, go to the nearest minion and turn on your W~W to lifesteal/vamp your health back. Once you hit 6, you can gank other lanes. Q~Q in, move around them, and R the enemy back towards your base. E~E to slow them. You are an aggressive laner and can harass with ease, abuse this!

Mid-game
You should be ganking and killing your enemies. At this point, you can probably 1v1 anyone, except for perhaps an enemy Lee Sin that got more fed than you. Your standard 1v1 combo is Q, Autoattack, R, Q, E, autoattack, E. You should have your core finished and be working on a Frozen Mallet/Warmogs/Gunblade/Bloodthirster. You should still be farming and pushing lanes. Lee Sin can easily push down towers with his passive. Throw out your Q in some rambo direction or hit your W or E every two attacks to maximize your DPS.

Endgame:
Lee Sin does not suck endgame. You can do rambo stuff like initiating teamfights 1v5 (your Amumu is probably better at that though) and 1v2'ing your enemies. During teamfights, do as much damage as you can while using your E~E and R to CC your enemies. Your R should be used: to use your 1v1 combo, to CC the enemy team, and to protect your allies.

Teamfights:
Lee Sin is labeled as an Assassin, except you are tanky. You jump in and out with your skills, and go for the high priority targets. When you see a carry out of position, immediately Q~Q to them and hope your team comes in. If anything goes bad, you can W out to a target towards the outside of the teamfight. Try to stay close by the team fight in case you see another opportunity to jump back in. You do not use your 1v1 combo in the team fight. Save your R for times when the opposing team is clumped together, so you can knock up a majority of them in one go. Use your E~E on that enemy AD carry to minimize their DPS and keep them slowed so they can't reposition. Shield your allies.

Micro-techniques and little pointers:
-Standard Harass Combo: Q~Q, W out to a minion. If done fast enough, you take no damage.
-Standard 1v1 Combo: Q, autoattack, R, Q, E, autoattack, E. It does massive damage and looks effing cool.
-You can W out to wards. Try to keep one handy in case you need to jump over a wall. You can also jump to: Heimerdinger turrets, Teemo shrooms, etc.
-When you're escaping, remember that you can Q~Q to a monster camp or a minion.
-You can W to your allied minions to get to your lane faster, or to escape.
-If you're really REALLY bad with skillshots: Run up, E~E, then use your Q autoattack R Q combo.
-REMEMBER TO WEAVE YOUR AUTOATTACKS. If you don't, you will lose your energy FAST. The 50% AS from your passive makes this easy, MAKE USE OF IT. The difference between a good Lee Sin and a bad Lee Sin is just that.
-You can reveal invisible enemies. This is great against stealth like Teemo, Wukong, Twitch, and Evelynn. You cannot reveal wards, however.
-Your Q~Q allows you to pass through walls.
-Remember to R enemies to your allies, not away. Even if you're using your 1v1 combo, still try to hit them into your team. It's more reliable.

Baron/Dragon Stealing:
1. Go behind the baron/dragon pit. Set a ward outside.
2. Have a ward inside or Q to get vision of baron/dragon's health
3. Once it's a bit below 10% health, Q~Q in. If it's not dead, then autoattack baron and hope you do get it. This takes practice, so don't expect to do it on your first try.
4. W out to the ward you placed earlier.
5. Did it work? If it didn't, proceed to step 6a. If it did, proceed to 6b.
6a. Run away, and try again the next time it comes around.
6b. Make your best trollface and say "TROLOLOLOLOL" in /all chat.

Jungling
Everything about jungling is very similar to the build I use for laning.
Runes Same as laning. You can also switch out your Armor Pen Quints and a few marks for flat AD runes for a faster jungle. However, you will not be able to deal as much damage while ganking.

Masteries: Take 21/0/9 instead of 21/9/0, with 4/4 in Awareness and 1/2 in Utility Mastery.

Skill Order: It's still R -> Q -> E -> W, but start with EWQQ instead of QWQE.

Items:
-Vampiric Scepter
-Cloth Armor+3 Health Potions
-Wriggle's Lantern
-Mercury Treads/Ninja Tabi
Optional: Doran's Blades, Brutalizer, Hexdrinker
Past that should be the same.

Personal Jungling Route
-Wraiths (smite big wraith)
-Wolves
-Mini Golems
(recall and buy cloth armor+health potion)
-Wraiths again
-Wolves again
-Blue Golem (smite blue)
(gank if possible)
-Mini Golems again
-Red Lizard (smite red)
-Wraiths again
-Wolves again

Stonewall's Route
-Wolves
-Wraiths (smite big wraith)
-Mini Golems
(recall and buy cloth armor+health potion)
-Blue Golem (smite blue)
-Wolves again
-Wraiths again
-Red Lizard (smite red)
-Mini Golems again

Remember to gank whenever possible. Make sure that you weave in your autoattacks to make use of your passive.
Example: W (autoattack 2x) W (autoattack 2x) E (autoattack 2x) etc etc

Videos:
Stonewall's jungle route: http://www.youtube.com/watch?v=1oCabfn8d58 (http://www.youtube.com/watch?v=1oCabfn8d58)
He takes EWEWQ in this video. It allows for faster jungling, but it'll be hard to gank until level 5. Credits to Stonewall008.

Harassment, and another skill combo: http://www.youtube.com/watch?v=8SkMY2MdDRo (http://www.youtube.com/watch?v=8SkMY2MdDRo)
This shows your harassment combo. The 1v1 combo is good, but if the opponent flashes away or you make a small miscalculation in the direction they'll go with your roundhouse, it fails. Use it in the early levels while turrets still do significant damage. Q~Q, move around so that your R knocks them into your tower, R, then kill them. Credits to LamaMalle.

The 1v1 Combo I told you about: http://www.youtube.com/watch?v=ml9ZP...el_video_title (http://www.youtube.com/watch?v=ml9ZPvKsKso&feature=channel_video_title)
Use this for more reliability out of your skill combo. Now you see how cool it looks.

Doublelift Lee Sin Pentakill: http://www.youtube.com/watch?v=h12a6...eature=related (http://www.youtube.com/watch?v=h12a6pSmSfs&feature=related)

Phreak's Lee Sin Spotlight: http://www.youtube.com/watch?v=e6SleHuJjLo (http://www.youtube.com/watch?v=e6SleHuJjLo)

April Fool's Spotlight: http://www.youtube.com/watch?v=KrSih...otation_475983 (http://www.youtube.com/watch?v=KrSihRXTrq4&feature=iv&annotation_id=annotation_475983)
As much as I wish Lee Sin could do this, he can't. Sorry.


Well, that's the end. Leave comments and constructive criticism below.


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jbro212

Senior Member

08-15-2011

u forgot to mention that lee sin can play a babysitting support at bot


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Boomstick II

Senior Member

08-16-2011

Just a tip for laning

If you want, you can wait for a 4th hp pot as long as you make sure your lane mate doesn't attack the enemy minions at all. With boots, you can get there in time to not miss any exp or last hits, and you'll also have an extra HP pot to keep you in lane longer.


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Sealpup

Member

08-16-2011

According to the featured guide for Lee Sin at solomid, the writer suggested having 3 Marks of Strength as well as 3 Quintessences of Strength for Runes.

What are you guys' opinions on how that setup versus all Desolations? What are the pros and cons of either setup? Thank you.

edit: The link to that guide: http://www.solomid.net/guides.php?g=3091


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CrownRocks

Senior Member

08-16-2011

Quote:
Sealpup:
According to the featured guide for Lee Sin at solomid, the writer suggested having 3 Marks of Strength as well as 3 Quintessences of Strength for Runes.

What are you guys' opinions on how that setup versus all Desolations? What are the pros and cons of either setup? Thank you.

edit: The link to that guide: http://www.solomid.net/guides.php?g=3091


The pros will be a faster jungle or a harder hitting early game during the laning phase.

The cons will be less AP which can be helpful for mid>late game.

If you are an aggressive laner, you prob would benefit more adding some attack damage runes.

If you're jungling, I actually prefer attack speed runes for clearing the jungle fast. Thats the great thing about Lee Sin you can use pretty much whatever you want and just itemize the areas you are lacking.


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Mejakallu

Senior Member

08-16-2011

You make a few comments/suggestions that I have a problem with:

1. You suggest exhaust is a very good spell on Lee Sin (I agree, no complaints there), but in your mastery section don't mention that you take cripple and get archmage's savvy instead. Exhaust/mobility spell or smite/mobility spells is pretty much brought on every Lee Sin I've ever seen do well. At the very least you should mention bringing the mastery point for the appropriate summoner you bring.

2. Q scales off bonus AD, not base AD, meaning your suggestion that it does 220 (100 + 60x2) ridiculous. If that were the case, Lee Sin would be the most OP level 1 char in the game, no questions asked.

3. You mention that you should initiate with the Q to close the gap when ganking, however it's often effective enough to just run in with E and slow them. Q can be used later to catch them if they have some sort of escape like flash. The Q initiate is still fine and dandy, but the up-front slow is worth mentioning.

4. I feel like you should mention that while Lee Sin is super durable with certain builds and all, he should really be utilizing his mobility in team fights. While he can initiate and absorb a lot of damage, he can get shut down pretty easy and still get bursted down. Lee Sin sort of plays as an assassin late game depending on how fed you are. You can just dip in, do some damage, and then get out, while staying close enough to the battlefield to jump right back in.

5. Maybe also include a bit on ward jumping.

Overall it's a reasonable guide and gets the job done for a new Lee Sin player, but I feel like it's lacking in unique substance. It could be that I've been reading a whole ton of different Lee Sin guides over the last 2-3 months, but I feel like your guide lacks a unique tip or flair that other guides offered.

Some included sections on actual micro techniques, others on unorthodox builds and full justifications on each one. Another gave a pretty good section on ward jumping as well as lane matchups.

Try to add something special to the guide that you've come across in your own experience playing Lee Sin like a crazy secret tip or an in-depth analysis for AD vs Apen quints (something I'm still looking into to this day)


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Kyuraine

Senior Member

08-17-2011

Quote:
Mejakallu:
You make a few comments/suggestions that I have a problem with:

1. You suggest exhaust is a very good spell on Lee Sin (I agree, no complaints there), but in your mastery section don't mention that you take cripple and get archmage's savvy instead. Exhaust/mobility spell or smite/mobility spells is pretty much brought on every Lee Sin I've ever seen do well. At the very least you should mention bringing the mastery point for the appropriate summoner you bring.

2. Q scales off bonus AD, not base AD, meaning your suggestion that it does 220 (100 + 60x2) ridiculous. If that were the case, Lee Sin would be the most OP level 1 char in the game, no questions asked.

3. You mention that you should initiate with the Q to close the gap when ganking, however it's often effective enough to just run in with E and slow them. Q can be used later to catch them if they have some sort of escape like flash. The Q initiate is still fine and dandy, but the up-front slow is worth mentioning.

4. I feel like you should mention that while Lee Sin is super durable with certain builds and all, he should really be utilizing his mobility in team fights. While he can initiate and absorb a lot of damage, he can get shut down pretty easy and still get bursted down. Lee Sin sort of plays as an assassin late game depending on how fed you are. You can just dip in, do some damage, and then get out, while staying close enough to the battlefield to jump right back in.

5. Maybe also include a bit on ward jumping.

Overall it's a reasonable guide and gets the job done for a new Lee Sin player, but I feel like it's lacking in unique substance. It could be that I've been reading a whole ton of different Lee Sin guides over the last 2-3 months, but I feel like your guide lacks a unique tip or flair that other guides offered.

Some included sections on actual micro techniques, others on unorthodox builds and full justifications on each one. Another gave a pretty good section on ward jumping as well as lane matchups.

Try to add something special to the guide that you've come across in your own experience playing Lee Sin like a crazy secret tip or an in-depth analysis for AD vs Apen quints (something I'm still looking into to this day)


Yeah, there's still quite a few things that I'm working on in this guide. I will take these notes into consideration.

3. I don't really like running in as Lee Sin, because it takes a lot longer, which is just more time for them to flash or ghost away.

This is my first guide, so I'll accept any criticisms or changes I need to make.


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Xzevz

Member

08-17-2011

Your jungle route is terrible... Lee Sin is known for his level 2 ganks.


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Kyuraine

Senior Member

08-17-2011

Quote:
Xzevz:
Your jungle route is terrible... Lee Sin is known for his level 2 ganks.


What jungle route would you recommend, then?


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Descrasnezul

Junior Member

08-31-2011

ur masteries link is wrong. put 9 in support when in guide you indicated defense masteries. Great guide tho


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