After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 10 energy each.
This is a large part of why Lee Sin is such a great duelist, people don't realize it but the energy refund adds up pretty significantly if you can master it in trades you will be well off. Sometimes you have to spam all your skills to get anywhere, but if you can get an auto or two inbetween spell casts, it's a good idea to do so generally. This also increases his DPS significantly cause of the 40% attack speed.
There are times where people are just gonna stand and fight you and you can space out your attacks effectively to maximize your damage with flurry and keep your energy high, but sometimes you just have to use all your abilities to maximize your damage or reduce the damage you take, it's up to you to decide when those times are.
Q: Sonic Wave
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
This is a super strong spell on low health targets. The skill shot travels pretty slowly and is pretty easy to juke at max range so consider that. A good combo is to get your E on them before you throw out your Q that way you can land your Q easier because they are closer and they will be slowed by your E.
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 gains5/10/15/20/25 lifesteal, spell vamp, and armor.
Cost 50/30 energy
Cooldown 8 seconds
Incredibly effective for escaping (ward jumping, minion jumping, ally jumping). You can use this through walls. Using this in lane can sometimes leave you open to ganks (because it is your escape if your flash is down) be careful about using it.
Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+0.6 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
R: Dragon's Rage
Lee Sin performs a powerful roundhouse kick launching his target back, dealing 200 / 400 / 600 (+1.5 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
Strenghts of :
- Lots of damage especially on low armor targets.
- Scales extremely well with AD.
- Adds a lot of burst to Lee Sin's kit.
- Lots of CC if you hit multiple people with it.
- Lots of burst with QRQ combo.
- Knockbacks into walls act as stuns [the duration of the flight of the knockback still happens even if it's into a wall] so kicking into walls can be a good play.