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LEE SIN BUILD GUIDE: REE SINGARU: A Solo Top Experience by JOEYballsGOTTI

by JOEYballsGOTTI (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
19
11
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
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19 Offense
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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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
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19 Offense
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11 Defense
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0 Utility

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

Champion Matchups

Introduction

Hey there everyone, my name is JOEYballsGOTTI. I'm currently Gold III in Season 3, and this would be my guide to solo top play using Lee Sin, The Blind Monk. In this guide, I'll try to explain the techniques in laning with Lee, as well as fleshing out some of his top lane matchups.

PROS:
Energy system (ability spam)
High mobility
High early game damage
Great damage scaling
Very fun to play

CONS:
Energy system (OOE during team fights)
Reliant on hitting his Q to maximize his damage
Q is his only ranged harass, can be blocked by minions
Banned/Picked fairly often in Ranked

Masteries

19/11/0

[http://i753.photobucket.com/albums/xx178/Blbmbr666/LeeMasteries_zps06cbf5e0.jpg]

I currently run 19/11/0 on Lee for the early game damage aspects it offers. Let's look a little closer on what we're getting out of this.

Offense Tree

Summoner's Wrath: Very nice to have for that +5 AD when Ignite is on cooldown, also great if you're running Exhaust or Ghost.

Brute Force: More free AD? A rather obvious choice with Lee's great AD scaling.

Sorcery:[highlight] A little CDR is nice, just make sure you let your energy regen kick in before running OoE!

[highlight]Fury:
The attack speed is ok and meshes well with Lee's passive.

Deadliness/Weapon Expertise: These points are rather lackluster in my opinion, but Deadliness still grants a little AD per level, but the main draw here is the 8% armor pen offered by Weapon Expertise.

Vampirism: This mastery synergizes well with Iron Will, giving you 3% more lifesteal. Sustain is pretty nice, don't you agree?

Sunder: 5 more flat armor pen? That's almost worth 2 Greater Quints of Desolation. This plus the 8% from Weapon Expertise will give you more than enough armor pen until lategame.

Defense Tree

Resistance/Hardiness: 2/3.5/5 flat MR or armor, put 3 points into one depending on your matchup's damage type, and 1 point into the other to advance the mastery tier. Alternatively, 2 in each is good if you're facing hybrid damage.

Durability/Veteran's Scars: This extra health, along with the other health items you'll be buying, will allow you to effectively soak a decent amount of damage early to mid game.

9/21/0

[http://i753.photobucket.com/albums/xx178/Blbmbr666/LeeMateriesAlt_zps780ec886.jpg]

An alternative mastery setup could be 9/21/0, focusing on the defensive tree obviously. I personally do not like to use 9/21/0, but could see the extra points in say health regen to be a benefit against tough top matchups, as well as the CC reduction. Also, you lack some of the raw damage you would otherwise have from the offense tree, and everyone knows that the best defense is a good offense.

Runes

[http://i.imgur.com/79RFw.jpg]

I use fairly standard solo top runes for champions with AD scalings. The flat AD is to give your early game a slight damage boost, because at level 1 BOTH parts of your Q have a 0.9 bonus AD scaling.

The flat armor gives you decent tankiness against anyone not running full armor pen runes, and the same goes for the flat MR blues.

-FEELING COCKY?-

[http://i.imgur.com/tAPS5.jpg]

It's not unheard of to run full flat AD runes on Lee. This, along with a Doran's Blade start, can give you over 100 AD at level 1, and will make your Q hurt something awful. I've used this page a few times, except I still ran flat armor yellows for solo top, giving me +18 flat AD. While fun to do to unsuspecting enemies, I honestly wouldn't recommend this unless you're just trying to have fun blowing people up at level 1.

Summoner Spells



Explanation:
Flash is an all-around great summoner spell. In addition to using this spell defensively to escape a gank, Lee can also utilize this spell in an offensive manner. Using Flash to ult an enemy into your tower is very satisfying and usually hilarious. Flash and your Q/W can cover a lot of ground in a very short time.

Ignite is nice for its killing power, especially since the Heal buffs have made it a semi-popular solo top summoner spell.

Other Options?

Definitely a solid pick for Lee; if you've taken the mastery that lowers an enemy's armor it can allow your QRQ combo to add a bit more damage. Exhaust can also allow you to run around an opponent and ult them in any direction you wish. I generally only take it if my team lacks an Exhaust, or if I'm against an auto-attacker that my E alone won't be able to stop.

GOTTA GO FAST! Seems unneeded to me, as your potential movement with Q, W, and Flash greatly surpasses Ghost. Not the worst thing ever though, really just a preference between Ghost and Flash.

Eh. I understand why a lot of people like Heal/Ignite solo top lanes, but I personally am not a fan. Pretty much just a personal call on this one.

Meh. Being in lane a ton is awesome, and if you constantly play with a full premade it could be nice for dragon control. Not my cup of tea usually though.

Skills

Passive: Flurry
After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 energy each.

Explanation:
This passive is awesome. One of the first techniques you need to learn as Lee is to weave autoattacks in between abilities to take advantage of the energy return and attack speed. These autoattacks can really add up, and increase your damage potential by a large margin. Also, never running out of energy in a team fight is pretty nice...




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 (+90% of 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 (+90% of bonus Attack Damage) physical damage plus 10% of their missing health.

Cost 50/30 energy

Cooldown 11/10/9/8/7 seconds


Explanation:
As solo top Lee, this is gonna be your bread and butter skill. Ranged poke/farming ability? Check. Gap closer? Check. Bush checking mechanism? Check. Reveals stealth? Check. Makes you fly through the air like a mad man? Check. Awesome combo with your ult that does ridiculous burst damage? We'll talk about that later, but check!

Most of your engagements with the enemy top will begin with, and end with, this ability. Due to its execution scaling on Resonating Strike, along with the Executioner mastery, it's possible to quickly dispatch an enemy hovering around 30-50% health.




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 in 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 and spell vamp.

Cost 50/30 energy

Cooldown 8 seconds

Range 700


Explanation:
This ability is the 2nd part of Lee's harass technique in lane. Being near a minion wave with this move off CD can also allow you to be a little riskier if you don't know where the enemy jungler is or if you don't have a ward. See the enemy jungler? BAM, you're instantly at the back of your wave, leaving your enemies in the dust.

I've heard Dyrus talk about this ability, and he looks down on Lee Sin players who use this skill offensively. Personally, I believe the offensive capabilities of this skill are a great asset, and can be used as another tool to close the gap between you and your enemy if they hide behind minions to escape your Q. Also, what could possibly be bad about starting a trade with a shield, extra armor, and extra spellvamp/lifesteal? Granted, using this skill to initiate leaves you without a reliable escape until it is off cooldown again. Unfortunately this skill no longer gives free armor on the Iron Will cast, but it can be worked around.




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 20 / 30 / 40 / 50 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Cost 50/30 energy

Cooldown 10 seconds

Range 450


Explanation:
Ahh Tempest, Lee's only source of magic damage. This skill is great to have against autoattackers such as Tryndamere or Fiora. The way this skill works is basically a reverse Wither, so keep that in mind when you use it. Great for running from a gank, slowing an enemy to catch up to them, or lowering your opponents right click super skill DPS. Unfortunately, the slow isn't as high as it used to be at lower levels, and the Tempest range got nerfed, but this skill is still very useful 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


Explanation:
Chuck Norris must have been a monk in the monastery that Lee trained in, because no other human could teach Lee a kick like this.

First off, dat bonus AD scaling. After getting a , this move HURTS. Other than your Q, this move is also very effective as a finishing move similar to Tristana's ult. Just make sure you don't miscalculate, otherwise you'll look pretty silly by saving an enemy's life.

Lee's ult is used in his high-burst combo, QRQ. Tag an enemy with the first part of your Q, ult them away with R while dealing good damage, and then capitalize on the damage you just dealt while catching up to them with Resonating Strike. So 2 hits of Q, plus 1 hit of R, that's a whopping total of 3.8 bonus AD scaling in physical damage, plus the execution damage from Q and your masteries. Throw an Ignite or a Tempest (4.8 bonus AD if this is added to the combo) in there for good measure, and congrats you just got a kill.

Other than offense, Lee's ult can also be used as a counter initiation, or as a team-wide disruption by careful positioning and use of the knockup caused by colliding the knock-back enemy into another unit. Remember, collision units still receive full damage from the ult, so a carefully placed ult can do a good 1000~ physical damage to many enemies in a fight, nothing to sneeze at. Also, if an enemy is killed by the kick, they will not fly backwards, eliminating the potential for a team-wide knockup.


Skill Order

>>>

After level 3, this is our skilling order. Obviously we max our ult first for the lowered cooldown and increased damage. Afterwards, leveling W has become a priority, especially in Season 3 due to the lifesteal nerfs. It is my opinion that natural sustain is an invaluable resource on champions, and Lee Sin has the ability to have a free 21% lifesteal and spellvamp by level 9. Do not waste this chance. The extra armor and stronger shield are also nice, of course. Another benefit to leveling W is that this move will not scale with any of the AD you are building, while the good AD ratios on Q and E will allow them to continue to increase in damage, while remaining at lower levels.

Honestly, leveling Q or E next is mostly personal opinion. I believe that leveling E next is the better choice for 2 reasons. First off, it allows you to push lane a bit faster, which is nice to deny XP after scoring a kill on your lane opponent. Secondly, E does magic damage, which is especially nice if your opponent tries to stack armor against you. The AS/MS slow also scales with level, which is especially handy against opponents that auto attack, or opponents you have to chase a bit.

Q is last for me, mostly because the execution effect stays in place from level 1, and both parts of the ability keep their .9 AD scaling as well. While leveling Q lowers its cooldown, this should not be a problem unless you tend to miss the move often.

Item Builds

I recommend starting with + against champs that you don't think you'll be able to 1v1 at level 2. Otherwise, feel free to start with + + to quickly get an edge over your opponent. Against champs that you need to sustain against who deal physical damage, start with + .

On your first trip back to base, it's a good idea to pick up first boots, and 2x or . The Doran's Blades give you a nice +20 AD for laning, as well as 160 health and 10 health/auto attack. This chunk of health and sustain allow you to achieve an early degree of psuedo-tankiness in lane, and the lifesteal allows you to stay in lane indefinitely in conjunction with Iron Will. Also, don't forget to buy 's not only for river, but also for ward-hopping opportunities.

Once you're established in lane, work towards either a if you can, but a / or depending on your matchup, or possibly a / if you're having trouble staying alive will do. Don't forget to get your boots of choice depending on the enemy team composition.

After you've finished your core build, begin building tanky according to the opposing team's team composition.

vs AD: , *, ,

*I used to love the active on Randuins in Season 2, but Season 3 changed it to not affect attack speed. This item still works well in conjunction with Cripple, but the ADC must be hitting you in order to have their attack slowed.

If you find yourself in need of a health boost, consider . Especially while combined with . Granted, this combination is not as good as it once was, but the armor provided, along with the free armor you get from Iron Will, goes a long way. The extra AD is also a nice touch.

vs AP: , ,

High Enemy Armor: This is always a good pick if you need to be a damage dealer more than a damage soak lategame.

NEVER BUY ON LEE.
I could never understand why people think this is good on Lee. I find that most of the Zeal component is wasted. The attack speed is bleh on Lee, and the crit really doesn't mean much either, since most of your damage comes from abilities. Also, the Sheen just feels..... wimpy. I guess the procs can add a little bit of damage to your overall combo, but I'd much rather have a that would make my abilities do more damage anyway. Also, mana. Lol. At least the Phage isn't majorly wasted....?

Top Lane Matchups

WIN: You should win these lanes almost every time.

– You can devastate Fiora in lane. Whenever she uses her Burst of Speed and starts to harass you, just use Tempest/Cripple and laugh as she wastes her steroid. After that, she is free game for you since she has no escapes, and mobility is your specialty. Also, whenever she uses Riposte, try not to auto attack, it’ll just help you devastate her further. Start cloth + 5 pots.

– early may be tough due to Spear spamming. After you get Tabi and a Doran’s Blade, you win as long as you don’t stand in his HSS. Remember that if he is spamming, he’ll run out of mana and be an easy kill. Don’t underestimate his 100% crit if you’re at low health. Can probably start taking the lead around level 4, with definite kill potential at 6, as his ult adds nearly nothing to a 1v1 fight. Start cloth + 5 to stay healthy through his early harass.

- early game, he’s Garen like usual. At level 1, you can freely trade with him, as he will only have his silence OR spin. At level 2, start using hit and run tactics. Try to hit him with both parts of your Q, then W out to a minion before you get silenced, do this a few times and then go in for the kill. As long as you get ahead of him the lane is yours. You also scale way harder than he does. Starting boots + 3 pots will allow you to evade him easier, but cloth + 5 isn’t a bad choice either. Grab Ninja Tabi and a Doran’s Blade and he’s no sweat.

- Wukong’s a pretty easy matchup for Lee, mostly because of the sight granted you to by Tempest and Sonic Wave. This means Wukong’s normally safe-harass method of E>Q>W is now his downfall. Every time Wukong harasses you, immediately hit E to get sight on him as he stealths away, and return the favor. Wukong will eventually either stop doing this, or run out of mana. At this point, it’s up to you to decide when to harass and go for the kill. Start cloth armor + 5 pots.

– Remember how I said we’re very strong early game? Yeah, Singed is very weak early game pre-Catalyst and boots. Being super aggressive is not a bad idea, just be careful when you’re close to his tower, one fling could lead to him pulling ahead. Just destroy him before he can get any items and the lane is all yours. Start 9 pots + 2 wards.

– Hahahahahahahaha. Feel bad for her, cause you are the hardest Akali counter there is. Every time she pools, remind her that you don’t need those silly pink wards, and use your E to continue the fight. Early game her Q harass can start piling up, so make sure to return the favor. Your early damage far surpasses hers, so once again be aggressive and you win the lane. Start 9 pots + 2 wards.

– Another case where your early game damage destroys him before he can get items to be that Huedekaiser we all fear. Aggression early, make him spam moves to drain his health so your Resonating Strike does more damage, and the lane is yours once again. Start 9 pots + 2 wards.

– Another example of a champ that needs farm/items to do any major damage. I think we all know what happens now, an extra serving of early game aggression! Start 9 pots + 2 wards and show him who’s the top dog.

– Tryndamere hits his full damage potential at level 6, when his ult allows him to get free AD by staying at 1 health. Before that though, he isn’t all that great. Early game aggression is the name of the game once again here. Once he hits 6, make sure to try and save your E for when he ults to minimize the damage he can deal to you, and you can always use your ult to get him off your tail. A good thing about his ult, for us anyway, is that it keeps him at low health. Can you say Resonating Strike? Start cloth + 5 pots.

– Ahh the biggest annoyance ever. Fortunately, since we’re already blind, so all of our abilities still work even if Teemo tries to blind us! You can also reveal his position if he ever uses his passive to hide from you and your team. Early just try to establish a lane advantage, and then go for the kill around level 6 before he has time to shroom everywhere. Unfortunately, your moves do NOT reveal his shrooms. Start cloth armor + 5 pots to exchange a lot early game, or boots + 3 pots to stick on him as he tries to run.

SKILL MATCHUP: These matchups could go either way depending on how they are played.

- This is pretty much a matchup of mobility more than anything. You easily out damage her at level 1. This is your chance to take dominate lane advantage, and hopefully make her use more health pots than you. A successful jungle gank for her is game over for you this early in the game. Once level 2 hits however, she will dominate you in a head-to-head fight until around level 7, and even then it’s close. Similar to Garen, keep harassing with your Q while using W to keep distance between you two. Keep in mind that you have innate sustain and free armor from Iron Will, so use that to your advantage. This is one of the few lanes I definitely recommend a Wriggles for if you didn’t establish an early lead, just for the armor and major boost to your sustain from the lifesteal. Start cloth armor + 5 pots or fort elixer + 1 ward + pots if you’re trading at level 1, otherwise go 9 pots + 2 wards.

- You beat her until level 6. At that point, she will utterly destroy you. Try to get ahead early, and if you get enough of a lead you can just stomp her all game. Start 9 pots + 2 wards.

– This matchup seems like it would be a decently easy win for Lee, considering she has no sustain and you do. Well, while that is true, she can do just as much, if not more, early game damage than you. Shyvana also becomes insanely tanky once her ult is available to her, and your free armor from Iron Will only lasts a short amount of time per activation. Play this safe, and only harass when you know you can get in and out without taking much return fire. Start cloth armor + 5 pots.

– This matchup completely depends on what kind of GP player you’re up against. If he’s heavily harassing with Parrley like he should against you, chances are you’re gonna have a bad time. If GP knows what he’s doing, he’ll harass you from behind his minions, giving you little chance to retaliate. Also, he can oranges out of Cripple, leaving you with your ult as your only form of CC against him. Either go full aggression early and try to get a kill before level 3 or so, or you can max W, live through his harass and make him OoM, then go to town on him. Start cloth armor + 5.

– Purely a skill matchup. You both do amazing early damage, and both scale well with AD. Avoid him applying his passive to you early game, it’ll wear you down over time. Try to W out of his knockup, which will in turn make him miss his Q and most of his damage. If you can dodge this fairly often, you’ll win the lane as long as your harass hits home. If you’re desperate, you can max W and just outsustain the crown prince. For added hilarity, you can use him to escape his own ult by using your QRQ combo. Or you can just W to a minion, but there’s no style in that! Start cloth armor + 5 pots, you’ll need it.

– This matchup can easily be lost if you make an early mistake. Renekton’s typical harass is to Slice in, stun you, use Cull of the Meek, and then Dice out. There isn’t much you can do about the stun other than W to a minion out of his reach. But, if you can Q Renekton before he stuns you and then runs away, you should have enough time to use Resonating Strike and Tempest to catch and harass him while all of his abilities are on cooldown. If you find yourself being out-traded, try activating both parts of your W before his harass hits, the extra armor will help. Start cloth armor + 5 pots.

– This lane comes down to who gets the first kill in lane. If you do, you’ll dominate him by bursting him down with Q and E. If he wins, he’ll become a terror, and his Flamespitter will hurt like no other. Early game you can beat him, try aggression before level 3, and if that doesn’t work remember that at 6 his ult will do a ton of damage to you. Attempt to kill him before 6 for sure. Start 9 pots + 2 wards.

– OPlaf. This guy can hurt a lot. Good thing for us, so can Lee Sin. Early game try to use W before he can hit you with his true damage to soak the hit, and then harass him back. Try to get away before he can E you again. Rinse and repeat, and you’ll win. Now, if the Olaf doesn’t let you return harass, you’ll lose slowly but surely. Start cloth armor + 5 pots.

– This can also be an annoying matchup to have. The main goal with this is to get up in his face, forcing Vlad to use his Sanguine Pool. After Vlad loses 20% of his current health, this is a perfect opportunity for a Sonic Wave into a Resonating Strike, dealing extra damage due to the missing health. Try not to let him get free harass on you, and you’ll be able to score a kill before level 6. Once he gets Revolver, this lane gets significantly more difficult, but can still be won through getting in his face and forcing him to pool. Start 9 pots + 2 wards.

- Jax can be a scary matchup after level 6, so it’s a good thing Lee is very strong pre-6. From level 1, just go all out aggression on him, forcing him to burn health pots and miss farm. If Jax charges up a Counterstrike then leaps to you, attempt to W to a minion out of the stun range, then punish him. Remember, that while his Counterstrike will dodge your auto attacks, it won’t dodge your abilities, which are the majority of your damage. If you can’t cause him to miss a lot of farm or get a kill or two on him, you’re in for a world of hurt at level 6*. Start with fort elixer + 1 ward + pots to kill him level 1-2, or start 9 pots + 2 wards.
*I’ve talked to Paintballreturns about Jax, and he says that post-6 the best thing a Lee Sin player could do against a Jax would be to max his W, and then outsustain him in between trades.

- You may notice that as of 7/26/12, I've moved Yorick from a losing lane to a skill matchup. After I began maxing W, I realized that you can easily beat Yorick down before he can get his Tear of the Goddess, and after you can sustain through his damage. So before Yorick gets his Tear, jump on him and do good damage. After he gets Tear, as long as he isn't miles ahead of you, you should be able to sustain through all of his damage with W and a few Doran's Blades. Start 9 pots + 2 wards.

LOSE: I really recommend not playing Lee Sin against these champs. Not saying you can't win, but it's going to be very difficult.

– Yep, you will get destroyed by Cho. Now, early game, that’s a different story, because you can wreck him by dodging his CC and fighting him 1v1. After he gets some armor and Feast stacks, he’ll laugh at your harass and outfarm you ridiculously hard. Get all the farm and kills you can early on him, because it won’t last long… Start fort elixer + 1 ward + pots to try and get ahead of him while you can.

– You can’t outsustain him. Period. Early game you may be able to get a kill here or there similar to facing Cho’Gath, but once he gets some armor he’ll just push, sustain, and ignore your damage. Start fort elixer + 1 ward + pots to try and establish an advantage over him early.

– Kennen can farm with his Q, safely out of the range of your Sonic Wave. His E allows him to run from you, even if you hit him with Cripple. He can harass you even if you’re behind minions with his W. Once he gets Revolver, he can match or even surpass your own sustain. The real problem can be his stuns. They can interrupt your mobility at a crucial moment, leading to you giving him a kill. Just remember that if he ults onto you, you can use your own ult to push him away and give you time to escape. Get some MR early, and it will go a long way. Start with 9 pots + 2 wards.

– Udyr basically does everything you do in laning, but better. Well, except for mobility, but in terms of 1v1 fights he’ll wreck you. His sustain is way better, his shield is way better, and his Tiger stance burst hurts a lot, and he has a stun. Remember to buy MR, as the majority of Udyr’s damage comes from his Q proc. Start 9 pots + 2 wards.

Early Game

Your job early game is simply to destroy your opponent in lane: either in farm or in kills, or both if you're doing really well. Your early game damage with just both parts of your Q will easily deal over 100 physical damage to an opponent with average armor. Use this and your mobility to your advantage; as Lee Sin you have a high chance of getting first blood on your opponent.

Also remember that with your aggression comes the risk of being ganked. Always be ready to get out of trouble with your W and maybe even a nicely used Q to enemy minions. You can always if you're desperate.

On your first back, try to buy 2x to give yourself an immense lane advantage in terms of damage and sustain over your enemy. Don't forget to ward river and possibly tribush depending on what team you're on.

Mid Game

Team fights should start occurring soon, so be ready to leave lane to fight. While still in lane, keep trying to bully your opponent out of farm while maintaining a high CS yourself. At this point, you should have your 2nd Tier boots of choice, 2x, OR , and possibly a . This item combination allows you to survive in a team fight for a decent amount of time, unless you're focused, while doing good damage.

In fights themselves, try to disrupt the enemy carries. For an AD carry, make sure to hit them with Tempest/Cripple to minimize their DPS. For an AP carry, try to single them out for your team to pick off, or use your to interrupt a channel they may have started. You can also disengage a fight or cause disarray with your ult by sending an enemy back into their team and dealing damage to all of them.

Remember to use your Q on low health enemies that are trying to escape. These are easy kills for the execution nature of Resonating Strike, along with your Executioner mastery.

As for objectives such as Baron or Dragon, remember that the execution damage on your Q applies to jungle monsters as well. This can serve as a psuedo-Smite, allowing your team to secure objectives when neither jungler is near.

Late Game

Stick with your team once it turns to lategame. Your main job is now 1 of 2 things. You can either:
  • Protect your carry in fights by slowing advancing enemies, possibly using to keep them away.
  • Dive the enemy carry, using a combination of and the active on to shut down their damage for a good 6 seconds if timed correctly.

As it comes to lategame, your damage potential will be overshadowed by that of the AD carries. This is why it is beneficial to build tanky after a few damage items, so that you can still deal a nice amount of damage to enemy squishies while providing a front line for your AD carry to hide behind.

I also wouldn't recommend trying to initiate with Lee Sin, unless you see a rare opportunity to dash in, knock an enemy back into your team with , and then dash out before being instagibbed. While this doesn't occur very often, it can be very rewarding and awesome to pull off.

As for lategame Dragon/Baron acquisitions, try to coordinate with your jungler to time your Resonating Strike with his Smite, effectively creating a super Smite. If you can coordinate well enough, the enemy team will have no chance of stealing any objectives from you and your team.

Team Fights

This is the point where all your efforts early game come to shine. What you do in a teamfight greatly depends on what your build is. Let's break it down, shall we?

You built Randuin's, Frozen Mallet, and another defensive item

There are 2 different ways you could play this:

1.) Your job under this situation is to stick to the enemy carry (AD preferably) and keep them from wrecking your team. Head into the fight using your W to shield your initiator, and immediately follow it up with Iron Will. This will give you a tad more armor, making you take less damage while making your may to the enemy AD carry. Upon reaching the carry either by walking or by hitting them with a Q, you should instantly use Tempest and then Cripple to slow their attack speed. At this point, either the whole enemy team is trying to kill you, or it's just you vs the enemy AD and support. Take full advantage of your Randuin's active as well, lowering the carry's attack speed for a good 6 seconds. If the enemy team is turning on you, the slows from Cripple, Randuin's, and your Frozen Mallet should allow your team to either catch up, or take out a few enemy champs in the process.

You can also jump in after the initiation and use your to knock an enemy into the middle of your team. If used on an enemy carry, it's a sure-fire kill if they land in the middle of your team.

2.) Your duty is to defend your AD carry. Similar to how you'd disrupt an enemy AD carry, use your slows and knockback to give your carry enough time to melt the enemy team. Don't forget that while your shield may not seem like much, using it on your carry could save them in a vital moment of the fight.

You built The Bloodthirster, Maw of Malmortius, and Last Whisper

You went with the mad DEEPS build, relying on your abilities and some auto attacks to get the job done. Your job is going to be to deal as much damage as possible, while trying to stay alive. Wait for initiations to take place, maybe a few CC's to be used, and then jump on the enemy AD or AP carry. You should be playing this similarly to an assassin, as your high burst should let you instagib most carries lategame. Your ult would be best used to finish off an opponent, interrupt a channel, or knock an opponent through his team while doing team-wide damage. With this build, your ult will easily do over 1000 physical damage, and by itself can cause an enemy AD to flee a battle (whether they like it or not).

Edits Log

7/26/12: Finally got around to editing a tad. Skill order, runes, and a few matchups updated, stay tuned for more updates coming soon!

12/13/2012: Started editing Season 3 information. Finished item and mastery overviews, as well as wrote a new skill order section. Need to get picture and descriptions for masteries, as well as explain new item possibilities in detail. This should happen soon, as final exams just ended for this semester.

2/26/2013: Finally stopped being lazy and updated pretty much all of the relevant information.

Final Comments

I hope my guide serves to help you in your adventures as Lee Sin! If you have any comments or questions, please feel free to ask. I'm available either here, in game as JOEYballsGOTTI, or on the GameFAQs League of Legends message board under the name of Blbmbr666. I'll also try to update the guide fairly often whenever changes occur.

I also stream occasionally now, my channel is at www.twitch.tv/JOEYballsGOTTI. Feel free to watch and comment as I play random champs at varying moods of rage!

Thanks for reading!

[http://i753.photobucket.com/albums/xx178/Blbmbr666/HitmonLeeSin.jpg]

Comments

October 25, 2013 - 01:51 AM #1

Hey man, liking this guide, but how come you don't run hydra?

August 20, 2013 - 09:55 AM #2

Played with this Lee Sin in ranked. No need to say I approve of his talent in the top lane. WE TOLD YOU TO UPDATE YOUR GUIDE TOO, YOUNG MAN! :P

April 18, 2013 - 03:46 PM #3

@THEMathKid98: Yeah I actually use 21/9/0 again, I'm just too lazy to update at the moment lol. Once finals are over I'll have time.

April 17, 2013 - 11:48 PM #4

19/11 is dated. The flat damage reduction you take now only work on jungle monsters.

February 27, 2013 - 06:11 PM #5

@MrPancake: Thanks for the input! I'll have to start taking notes after every Lee matchup. My problem was that I stopped playing Lee for a while, but I'm getting back into it.

February 27, 2013 - 06:55 AM #6

A way to improve your guide would be to add what to max first during certain matchups. While some such as Fiora and Tryndamere might be obvious, others might not. Also if you could put a difficulty rating (x/10) then that'd help the viewers gauge what they're up against.

February 22, 2013 - 02:42 PM #7

@Azure Ninja: Sorry about that! If it helps, my runes stay the same for Season 3, and the masteries in the quick section of the guide are updated for this Season as well. I've been having a lot of senoritis!



@WillFurno: Glad you liked the guide! And yeah, using a guide as a baseline, then modifiying with your personal tweaks is a great way to get the optimal setup for you.

February 22, 2013 - 05:40 AM #8

Thanks for the response! I see your point about 15/15. I've been using 19/11 the last few days and I like it a lot. I still take tower damage reduction though, because I like diving too much lol. Btw, great guide +1

February 22, 2013 - 04:13 AM #9

I was wondering if you could update you're mastery and runes? xD

February 21, 2013 - 05:13 PM #10

@WillFurno: While I'll occasionally take more defensive masteries on Lee, I would never take the champ damage reduction or the tower reduction. 2 flat damage against a champ is hardly anything, and 5% of tower damage shouldn't matter much, as you should be able to get in and out of tower range quickly with Lee.

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