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LEE SIN BUILD GUIDE: The Blind Prodigy -- S3 Lee Sin Jungle by Amarajah

by Amarajah (last updated over a year ago)

19,370 Views 0 Comments
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
21
9
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 1/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 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

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 1/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
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

Lee Sin has been a consistently strong jungler for a long time. His mobility, dueling skill, ganks, decent clear speed and sustain, along with an overall versatile and strong toolkit allows him to be very strong early to mid game and be fairly relevant lategame with his peeling power. He has gone through a fair bit of nerfs but I believe his core mechanics still allow him to stand strong.

Masteries

Offensive masteries synergize very well for Lee Sin, although I recommend a 9-21-0 defensive build if you have trouble staying in the jungle for a long time/receive little help from team when starting. A 21-9-0 build often leaves you with lower hp than you could wish for, especially in season 3. You can switch between the 2% damage and 3% more cooldown reduction, as I haven't really done enough theorycrafting/math to figure out which one would be better and under what circumstances.

Runes

Straight attack damage runes that you would use for a standard build for many ad carries is also very good for lee sin. His E scales from attack damage, but deals MAGIC damage, so armor pen isn't as useful for it. A mix of armor pen runes (3 to 6 marks over attack damage marks, leaving you with 6 to 3 attack damage marks left respectively), might help you gank a bit better, but I feel flat ad is just the best right now.

Scaling MR is also an option, although I feel lee sin's tankyness early game is severely lacking before he gets any items, so I get flat. It is usually up to preference and enemy team comp.

Armor runes are standard and basically necessary for junglers (especially in season 3), and early on especially lee sin is not the healthiest of junglers. The nerf to safeguard also removed 10/15/20/25/30 armor at ranks 1 through 5 so this is basically a necessity.

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

A typical Lee Sin rune page. Flat Magic Resist is used here for a good early game. Getting all attack damage also helps your E damage, tempest, because although it scales on Bonus AD at a 1.0 ratio, it deals magic damage.

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

A jungler rune page that would deal true damage to everything with 12 armor and under with the proper arpen offensive masteries. A regular (big) wraith has 15 armor, and the red/blue buff creeps have 20 armor. Dragon and Baron of course have more too.


[http://i.imgur.com/9A21Dq0.jpg]

A jungler rune page that would deal true damage to everything with 15 armor and under with the proper arpen offensive masteries. Red/blue buff giving creeps and dragon/baron still have higher of course.

Summoner Spells



Explanation:
These are both two standard and commonly used summoners for lee sin. Exhaust is even better now that lee sin's early ranks on his tempest slow got nerfed, but flash is a viable option for making more risky plays and/or escaping when W and Q are used to get into position.


Skills

Passive: Flurry

Explanation:

This is a fundamental passive that many new Lee sin players don't utilize enough. To properly utilize lee sin's skillset by keeping a decent energy level, you must try to weave auto attacks in between your abilities. In the jungle, this is easy. You can easily cast one part of your two part basic abilities, then auto attack twice to regain 30 energy, then use the second part. This allows lee sin to have decent damage over time to the jungle camps. Keep in mind that flurry lasts the same time (3 seconds) as the activation time between two part abilities, although your auto attacks will almost certainly go off way faster than the buff timer runs out, it is important to note this as it gives you an idea of how his kit was built to synergize with his passive.



Q: Sonic Wave

Explanation:

This is lee sin's bread-and-butter ability. It should be maxed first for solid damage output while ganking and clearing big creeps. You need to be able to land this fairly often and accurately to be successful as lee sin. You can always initiate or gap close just by walking up or using safeguard and then slowing, but if you miss your Q you are still missing out on a huge part of your damage. Be aware that sometimes it is good to space out the time between the second activation or never activate it, as sometimes, it is beneficial when you have time to beat on them to get them lower HP so the second part of your Q can do a greater 8% missing health damage. This allows for combinations with E and R and/or weaving autoattacks to get them low. Q R Q is a basic lee sin combo for fast burst damage when you know you can finish them off and your kick will not end up saving them. This takes experience to know the situations you can use such combinations in and when it will finish off your enemy as lee sin. But even an experienced lee player can screw up by a little hp, so just keep in mind the risks when using combos such as these.

Sonic wave into resonating strike can also be used for escapes and juking, as you can use any neutral creep in the jungle or an enemy player/certain pets or objects as a stepping stone for movement. This is important when being jungle invaded or chased into your own territory at low hp by the enemy. Also keep in mind that you have 3 seconds to activate the second part of the ability, and the range on the secondary jump distance is fairly large, allowing some psychological or delayed plays to escape. This combined with his other skills allow him to pull off some amazing escapes.

This skill also allows him to also be mobile in the jungle and kill the big creep in each camp fairly fast, especially since they buffed the health of the big creep. I recommend taking this skill at level 1 now over tempest because of the health adjustment changes in the jungle in the 1-15-2013 patch I believe. You can kill the big creep fairly quickly and then the small ones with a few autos and end up with higher hp at the end of it.

W: Safeguard

Explanation:

Lee sin's sustain and core escape ability. In addition to teammates, this allows him to also jump to wards, friendly minions & pets, and even certain objects or pets like teemo's mushrooms, shaco's jack-in-the-boxes, jarvan's demacian standard, or zyra plants that have been grown from the seed. You can jump to friendly players and then use your sonic wave into resonating strike combo to close a large amount of distance.

This ability has been stripped of some of the armor, so as a personal preference I feel it is not as worth it to immediately max it second after Q. Keep in mind you can cast this ability on yourself, and switching a keybinding to self+smartcast spell 2 is recommended to do it efficiently when using it on yourself in the jungle or sometimes in fights. In a lot of cases outside the jungle, it is important to keep this as an escape tool as you may end up regretting when you have it on cooldown and then you can't escape a situation because you applied it to yourself.



E: Tempest

Explanation:

A good clearing tool that also lowers the damage output of camps through an attack speed slow. Crippling the attack speed of players that rely on attack speed like AD carries (especially vayne and kog'maw), and other damage dealers can be especially helpful to ease the pressure on your team. It is an aoe skill so you can potentially have multiple people attack speed slowed for a bit if you apply it at the right time. Solid for ganks and keeping up with an enemy to get off autoattacks so you can regain energy.



R: Dragon's Rage

Explanation:


This skill can be used in many, many ways. You should usually try to use it through multiple enemies if you can, as it knocks every one of them up and deals the same damage to every target. You can use this as a very strong peel for one of your squishy carries, or use it to kick a prime target into your team to jump on them and kill them very fast. It is a great escape tool if one or even many people are chasing you also, but keep in mind it has somewhat short of a range and the cc doesn't last especially long I believe so if you are already fairly far ahead of them don't run back just to use it if you can't afford to take much more damage. I recommend this skill to be used on smartcasting as it is a wonky melee range skill and you need to get it off quick otherwise the enemy might have changed positions ruining the direction of the kick entirely. You can use Flash, W, Q along with wards and objects to get into position for the perfect kick. You should leave a way to get back to them though in the direction that you kicked them to help finish them if they are a squishy prime target. Marking them with sonic wave beforehand or simply using it along with resonating strike after you kicked them (assuming no obstructions/objects are in the way), is a solid way to get back to the target. Using a ward and W to get ahead of a target allows for an easy way to kick them back even with many obstructions such as minions, pets, etc in the way.


Skill Order

Basically:

Max Q, as it does the most damage and is a core ability to clear and gank with POWER.

Get W early, and you can choose whether to get more points in it or E depending on necessities with ganking and sustain in the jungle.

For R like basically all ultimates, get it whenever possible, it is very strong.

Item Builds

Explained fairly well in the section that was supposed to be brief, will probably add more here as an edit later.

Jungling

Standard route, basically Wraiths -> Red -> Double Golems -> Wraiths -> Wolves -> Blue.

If your blue is being threatened to steal, then you can of course do that side first.

If your double golems have been taken, simply go to wolves or even just back to wraiths if they have already spawned.

Level 2 ganks are stronger if you take both Q and E, but keep in mind this is sometimes difficult depending on your HP level and jungle sustain, and you might have to go back soon after this gank depending on how it turns out. If it is successful though, and especially if it is first blood for him, it will speed up lee's early game dramatically. This is a basic tactic to snowball soloq if the enemies are just asking for getting easily ganked.

Remember that your W (the second activation, iron will) gives you 5/10/15/20/25% spellvamp ranks 1 through 5, and the SMITE summoner spell works with this. You should always try to smite while iron will is up to gain a lot of HP, although it might be unsafe to not finish off a camp with smite because of this if there are nearby enemies wishing to steal buffs and your iron will isn't up. Use your own judgement. Smite can heal 250 health lategame off 1000 smite with a maxed iron will. This is a solid amount for saving yourself sometimes. Make sure to try to just use smite as the finishing spell during dragon and baron fights and try to always have it up if you expect them. With just wriggles lee can clear buff camps fairly fast so he doesn't need to use smite anymore as you could just get a wriggles proc that is almost as strong anyway.

Try to get a big/buff creep as low as possible before activating the second part of Q. A common approach to get red buff quickly is to just start with your W and E and weave autos, then Q, smite, Q to finish off a buff creep very quickly.

Jungle Matchups

Invade early with team or bully the hell out of this guy by thinking about his jungle route and timers. Assassinating him when he's in the red buff part of the jungle is a great possibility, just keep a way to escape and keep track of lanes at all times in soloq. If it's too hard to gank without a followup from lanes blocking your escape or your team isn't really keeping lanes from roaming/helping out, then don't try to counterjungle.

About the same as Mundo...but with strong crowd control. Stay the F away, you probably won't kill him in time.

Really a huge pain. Don't bother with this guy unless it's a free kill by him staying way too low health, but even then he might have his ult so use caution. You won't just waltz up and kill this guy unless he makes a big mistake or he got caught with his pants down early, early game.

Another champion that lee can take on and make it a hard time for. Maokai often roams very hard after early game, so you also need to try to countergank him or make plays on the opposite side of the map when you predict he will gank. Be careful for saplings when trying to counterjungle that could give you away. Maokai runs out of mana pretty easily, wasting his resources and keeping pressure on him can set him behind a lot.


Can probably be bullied somewhat, but don't underestimate his damage, cc, or his shield when attempting to fight. If you're going to counterjungle, do it earlier so his shield isn't as strong. His ult can even ruin your over the wall getaways.

This guy is a bit tricky, make sure to try not to get outplayed by him shielding one of your key abilities. Try to activate them pointblank or fake him out and then break his shield with E. Or if you really need to slow his AS/MS, then i guess with Q. But try not to be predictable with your R and let him shield it, sometimes unavoidable though. He is a pretty good duelist too but I find lee's mobility to ruin his fear, sustain fighting, AS slow, and the power of his Q makes him a superior duelist.

Don't even bother trying to kill this guy unless you absolutely know you can do it when he's low enough. Tanky as hell and will kite you regardless of your gap closers and slows. Just don't waste smite on smaller camps if you keep seeing him waltz in and try to steal your crap.

Basically a stronger shyvana...don't mess with this guy unless you know he is low enough to finish off quickly. His sustained damage is much higher than yours and he's fairly beefy with his ult up on top of that too. Use your escapes to get away from his running and slowing powers, and try to use your kick before he ults if you want to use it to get away, preferably over a wall.

You can really screw this guy over during early and especially midgame fights. When you have at least points in all three skills and a few points into Q is when you can really ruin his day. If you can use your Q and E properly it will chase and reveal him, allowing you to finish him off. One trick to his clone is that it always spawns on the same side. Invading his jungle early game with your team is also very strong, as it ruins his box placement and makes his jungle way way harder.

Very strong fighter, be careful when jungling at low hp, especially early game. Try to leave an escape otherwise Shyvana will definitely catch and kill you. Recommended to have exhaust for her as it really cripples her.


Annoying as crap, don't try to duel this guy, very strong and permaslows.


Reduces your AD, steals your stats, bulky and hard to catch. You will not really end up assassinating him in the jungle unless he is in a really bad position. His sustain is pretty high too. Stay away from counterjungling this guy most of the time

Jungles faster than you, is quite a bit tankier than you, and is suicide to duel if he is maxing Tiger Stance. Hybrid and Phoenix are easier to fight, but you are still no match for him. Try to keep up as much as you can in jungle and keep track of where he is and keep the ganks up.




Final Comments

Just basically read intro, same thing applies here on my views on lee sin.

Will update more matchups and more specific info later, maybe make it fancy with gifs, pics, and vids.
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