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LEE SIN BUILD GUIDE: S4 Diamond - Lee Sin by Dealin Deeps

by Dealin Deeps (last updated 10 months ago)

25,980 Views 2 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Life Steal(+6% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 2/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Flurry
QSonic Wave
WSafeguard
ETempest
RDragon's Rage
View Skill Order Details

Introduction

DISCLAIMER
The following section is boring AF and should probably be skipped.


Hi, I'm currently Diamond IV in solo queue at the point of making this guide and I have mained Lee Sin since the end of season 2. This Lee Sin my way which I feel best suits the current season 4 changes.

This guide will be updated each patch.
I will add more Matchups throughout.

Runes

Reds - The extra AD helps out your early game damage and allows you to play aggressively early game.

Yellows - The flat armour is a must have on all junglers, it saves you potions and leaves you higher HP after the initial clear.

Blues - MR per level blues are the best on Lee sin jungle, as Lee sin you will not want to be building MR and rather armour, this is because the enemy AP carry will most likely not focus you, this MR reduces the overall damage from random stray AOE abilities. However you do not need MR flat runes as by the time they are needed as a jungler you will be over level 9. Level 9 is the cross over point between flat and scaling runes.

Quintessences - I like to take life steal Quints as it saves your potions early game, which further allows you to heal up after duelling enemies. It also ensures that you do not have to waste gold on more potions after the first back and can buy the most effective items on Lee sin mid game, without worrying about sustain. However you can also take AD, but this is more of an all in level 3 fight vs the enemy jungler, or for a fast level 2 gank.

I mainly Use flat runes unless they would be wasted (MR flat blues on a jungler).This is because i find early game dominance can snowball a game out of control. Through calculations I have estimated the value of each rune set :
- These flat runes are around 300g
- These scaling runes range from 100g - 500g depending on level.
- These Quintessences are worth around 300g

Due to these calculations an early game rune starts at 1200g value, whereas scaling starts at around 600g value. This is a massive difference and will allow the early game summoner to snowball the game easily. This being said this will only work if you play aggressively and press your advantage early. If you fail to counter jungle, out gank or even kill the enemy, you will find yourself in a tough position later in the game.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 2/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
I run very standard aggressive masteries for Lee Sin as I find that the masteries are most noticeable early game. I also find that early game dominance is more effective than late game dominance, this applies to ALL lanes. If you win early vs your opponent, you usually shut them down and block them out of late game.

For Example:
vs
In this match up Caitlyn has complete control of the lane throughout the early and mid stages, by this time Vayne is so far behind that despite her strong late game Caitlyn still out scales her. Why? This is because of the extra gold Caitlyn as gotten over Vayne in laning phase and has prevented Vayne's abilities from scaling, as she hasn't got enough items for them to outscale Caitlyns.

Summoner Sets

Smite & Flash
- Is a must have on all junglers. Some people suggest that they are able to jungle without smite on champions such as however this will slow down your clear time significantly, and also prevent you from being able to secure buff and objectives.

- In my opinion flash is the best summoner for almost every champion, this includes ones like and , some people say there really isn't a point because "I already have a flash" - Bronze 5. Why not have 2 flashes this allows players like and to use their abilities aggresively and still have an escape.

- Some people prefer to take this instead of flash as they think you do not need flash because of Lee Sins jumps. This increases you kill potential, however if the enemy flashes away after your has timed out you will not be able to catch them, potentially losing you a kill.

- This is used in a similar way to ignite. It allows you to duel the enemy jungler 1v1 early, it has a bit more reliability for chasing then ignite however, if the enemy is not fighting back the attack speed slow and damage reduction is wasted.

- This is an ok alternative to flash however the only time I see this being superior to flash is when vs what most people dont understand when they chase someone with and wonder why their only allows them to catch up for one ability or auto attack.

Pro Tip
Counters


- These are really quite pointless.

Item Builds

Starting Build(s)
Starting Items
5
Higher Level Start - Risky
is the better start in season 4 due to the jungle "buffs". In season 4 junglers gain their power through the buffed jungle items. So buying a is beneficial as it allows you to farm and gank with your entire first 2 buffs and is a build up to your jungle item.

Due to the dorans blade changes it is now better for than in season 3, however you need to buy a jungle item in season 4 or else you will be getting season 3 gold in the jungle. This start still works, however it delays your gold generating item, hurting your late game. I no longer get this start however it is still viable.

Since the addition of trinkets, it allows lee sin players to play even more aggressively before the first back. You start with a ward which allows you to escape without the sacrifice of 2 . Overall it is a must have on Lee Sin and you should ask the other lanes to pick up the .
Final Build(s)
Standard Final Items
If you ever reach late game with Lee Sin its probably already lost. Despite what most people say its not actually Lee Sin as a champion what is bad late game, its his play style. Lee Sins abilities are best fitted for small skirmishes and are de-valued by large fights as they become extremely hard to execute. However what you are good at, is becoming a second support. You have great peel with your and unlike your real support you can face-tank skill shots and incoming bruisers without being killed.
This build overall together with the masteries and runes should give you the following statistics at level 18:
Attack damage : 179
Health : 3609
Armour : 216
Magic resist : 99
Attack speed : 1.003
Cooldown reduction : 25%
Armour penetration : 35% + 6
Movement speed : 370
Build Order
5
- Great overall start, does not punish mistakes and allows you to rush golem for earlier gold income.
a small boost of speed, enough sustain for the jungle paired with life steal quintessences, and a faster clear time.
- Upgrades from the previous back overall better in all stats, pick up wards for obective control and more escapes.
/ - Pick up sightstone for free, infinite wards, and either Locket or Randiuns. Generally you will want locket because you will start to team fight by now and the aura will help.
/ - Pick up the other item suggested.
- You probably won't get this late into the game, and if u do lee sin is pretty much a support by now, so pick up a last whisper to increase your AOE damage from your in team fights, finish sightstone upgrade for the additional stats.
- Pick up Red pot throughout late game and pick up a Blue pot at full build just for the sake of it. Every little helps!

Situational Items

The Black Cleaver
Black cleaver is an alternative to having the , however I feel that as lee sin you do not hit AOE AD too much so I personally prefer the .
Trinity Force
Trinity Force is a decent item overall for Lee sin due to his ability chains. When playing Lee Sin as a tank this is definitely an honourable mention as it allows you to output additional sustained damage - great for longer fights where you pace your abilities to abuse your passive.
Blade of the Ruined King
Blade of the Ruined King is much like , however scales even better with long fights than when build as a stand alone offensive item. It's more effective as it works off of enemy stats, rather than your own AD (which you don't have).
Ravenous Hydra
Ravenous Hydra is an aggressive option which can be picked up when running a tanky top such as or and is much like , however it is much more jungle friendly. It gives less life steal but HP regeneration which allows you to gain health between camps, has an AOE effect and active to help with jungle clear times and also does not lose you statistics on death.
Thornmail
Thornmail. Not much to it - Buy vs heavy auto attack teams and fed ADCs.
Banshee's Veil
Banshee's Veil, much like a weaker magic resist version of thrornmail, it no longer provides mana making it more cost effective on Lee Sin - great vs fed AP carries.
Mercurial Scimitar
Mercurial Scimitar is extremely underrated on Lee Sin in my opinion. It give decent AD, and is one of the few items in the game that give good MR. Its active my seem useless, however the amount of times you actually get CC'ed and denied kills in teamfights is more than you expect. If you are chasing someone it also gives a fast movement speed boost when used on a melee champion like Lee Sin.
Maw of Malmortius
Maw of Malmortius is a good item to get on Lee Sin, it reduces some of the random AP damage you take, and also prevents assassins from targeting and killing you when you drop to low HP. Overall nice item to get, allows you to play as more of a carry diver than a peeler in teamfights, and counters assassins.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Flurry
QSonic Wave
WSafeguard
ETempest
RDragon's Rage
Starting with results in a 1 second slower first buff clear time, however save you more HP than starting with its all preference, however if starting with take first as it has a higher AD ratio and will result in both a faster clear and a higher HP value.

Skills

Flurry
After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each.

Flurry - This passive is not utilised as much in lower elo brackets. However it is an extremely OP passive for jungling itself, it gives 40% attack speed after abilities and you have 6 basic abilities on roughly 10s CD's. this means it can be kept up all the time increasing your auto attack damage by 40%.
Sonic Wave
Sonic Wave

ACTIVE: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and granting true sight of it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.

PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)

Resonating Strike

ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.

PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% target's missing health)

COMBINED DAMAGE: 100 / 160 / 220 / 280 / 340 (+ 180% bonus AD) (+ 8% target's missing health)

COOLDOWN: 11 / 10 / 9 / 8 / 7
RANGE: 975
COST: 100 (50x2) ENERGY

Q - Sonic Wave/Resonating Strike is the ability the makes Lee Sin who he is. It is your main damage source, main gap closer, a stealth reveal and an execute. If you miss this in a gank you probably going to fail, this is one of the reasons Lee Sin has the highest skill cap and one of the highest skill floors in the game. (Second to )

+ is and easy way to secure buffs and will deal the 3rd highest smite damage at level 18 in the game (3rd to and )
Safeguard
Safeguard

ACTIVE: Lee Sin dashes to target ally, he and the target each gaining a shield that absorbs a certain amount of damage. Each shield dissipates after 5 seconds if not already destroyed. Lee Sin can cast Iron Will within 3 seconds of using Safeguard.

SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP)

Iron Will

ACTIVE: For 5 seconds, Lee Sin gains bonus life steal and spell vamp.

LIFE STEAL / SPELL VAMP: 5 / 10 / 15 / 20 / 25%

W - Safeguard/Iron Will is much like a defensive, non-skill shot version of . It shields the selected ally and yourself and jumps to them instantly. This can server the same purposes as for defence.
- Gap close to team-mates
- Counter
- Be used with // to set up for
Tempest
Tempest

ACTIVE: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and granting true sight of them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.

MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)
RANGE: 350
COOLDOWN: 10
COST: 50 ENERGY

Cripple

ACTIVE: Lee Sin cripples all enemies marked by Tempest, reducing their movement and attack speed. The movement and attack speed recover over 4 seconds.

SLOW: 20 / 30 / 40 / 50 / 60%
RANGE: 500
COOLDOWN: 10
COST: 30 ENERGY

E - Tempest is a non-skillshot AOE ability which damages and reveals all enemies in the nearby vicinity. On second active it slows their attack and movement speed by a percent based on skill level. This is an extremely good ability for pretty much everything.
You can :
- Peel for your ADC
- Disrupt the enemy ADC
- Disrupt as many enemies as posssible
- Gap close
- Reveal stealthing champions ; particularly
Dragon's Rage
Dragon's Rage

ACTIVE: Lee Sin launches a powerful roundhouse kick, dealing physical damage to a target champion and knocking it back 1200 units over 1 second. Enemies the target collides with take the same damage and are knocked airborne for 1 second.

PHYSICAL DAMAGE: 200 / 400 / 600 (+ 200% bonus AD)
RANGE: 375
COOLDOWN: 90 / 75 / 60

R - Dragon's Rage is Lee Sin's ultimate. It is probably one of the best and most versatile ultimates in the entire game. It deals a ton of damage and briefly CC's the enemy champion. The best use of this ability is overwhelmed by the 'Insec'. The actual best way to use Lee Sin's ultimate is to hit as many people as possible. If the target champion collides with other enemies, they also take full damage and are knocked up. This means your ultimate can do 5 times damage and CC like . This means late game with my recommended build your ultimate can do up to 600 (+132) Physical Damage per enemy / 3660 Physical Damage!

This ultimate can be used for:
- Peeling your ADC
- Disrupting/Zoning the enemy ADC
- Kicking the enemy ADC into your team
- Executions paired with
- Maximum damage and CC

Champion Matchups

Aatrox
Difficulty
Favors Enemy
Difficulty : will win if both play to a low standard - 's high skill cap allows him to be stronger at higher level play.
Favours at Platinum 3 and above.

is generally stronger than you at all points of the game. This can make him difficult to play verses, however despite him being stronger than you, he works most effective solo. So even though you get out scaled through good positioning and higher mobility you can easily out play him in skirmishes and teamfights.

DO NOT TRY TO 1V1
If you try to invade Aatrox he will fight you and most likely win there are 3 possible outcomes when invading:
- You fight 1v1 and die
- You try to run and he CC's you with + and kills you or allows his team to catch up.
+ You steal the buff with and run away with your superior mobility using +
Amumu
Difficulty
Favors You
Difficulty : is weak early game and is strong early game. Abuse him early and snowball to mid game.

's weak early game means you can counter jungle and abuse this as much as you want and because of in season 4 you can have a reliable escape without blowing a 5 minute cool down to escape, however due to mana regeneration buffs doesn't struggle as hard without blue now days. Due to the Season 4 changes counter jungling small camps doesn't have too much of an effect. Invade his starting buff at 7:11 and take it to gain an advantage.
Elise
Difficulty
Favors Enemy
Difficulty : is stronger than you 1v1 at all point of the game due to retardedly high base damage, 6 FULL abilities and scaling % damage.

has 6 abilities just like you, however I personally find 's abilites are FULL abilities each "half" of her Q, W and E are stronger and do much more than yours allow her to out damage you. Her at rank 1 is the same stun duration as rank 5 which means it is far more effective than abilities such as your as yours doesnt reach maximum CC until rank 5. Your only chance of beating is to avoid her, steal her buffs and out gank her.
Evelynn
Difficulty
Favors Enemy
Difficulty : is OP in season 4 so you have to shut her down early, Counter jungle and kill her early or else you will lose.

is extremely strong in season 4 due to the vision changes. The only way to spot an gank is with a . In season 4 's are visible so evelynn can not only kill any wards which prevent her ganks, but also be well aware that if she doesn't see a and the laner runs away, can camp the lane knowing they did not see her.

Pros And Cons

~~~~~~~~~~Pros~~~~~~~~~~
- Strong Early Game
- High mobility
- High skill cap
- High Damage
- Good Counter jungle
- Core Items are wards
- Fun to play
- High skill High reward
- Good Skirmishing

~~~~~~~~~~Cons~~~~~~~~~~
- Weak Late Game
- High skill floor
- High skill High reward
- Bad 5v5's
- Energy runs out in teamfights

Comments

June 24, 2014 - 08:31 PM #1

YOu suck

December 5, 2013 - 08:07 PM #2

Thanks helped me allot check out my master yi guide might help your friends in low elo mouse.

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