Introductionhas always been a strong jungler, but since he got nerfed he fell off a lot. His main advantage is high mobility which provides strong ganks even when your position isn't the best. If you want to become really good on him you have to play quite some games with him because he's not a low-skill champion, eventho he has only 1 skillshot.
MasteriesBecause I max on him, it's required to go 21 in offense tree to give you the most damage output you can get, he doesn't need defense in early game, except the armor which leaves you with more hp (besides the health masteries) after you clear the jungle for the first time (you can't gank a lane with half hp, it can potentially be deadly for you and you don't want enemies lanes to be fed).
I find havoc mastery points pretty useless, that's why I've put 3 points into cooldown reduction (2% more damage means 20 dmg per 1000 damage you do which is pretty much nothing), alternative can be Destruction, Lethality or Frenzy, but I don't think you'll benefit from those that much.
Since you're only left with 9 points for other 2 trees you can put them in either defense or utility tree, but I prefer taking it in defense so you're more tanky.
If you will put it into utility I'd recommend taking Summoner's Insight (if you're running flash)/1 point in improved recall, 3 points in Wanderer, 3 points in Mastermind, 1 in Artificier and last one in Runic Affinity.
- Armor seals are pretty much required for all the junglers.
- Glyphs can be flat magic resist or magic resist per level, I find flat more suitable for me.
- I take flat AD marks and quints because since Lee got nerfed he doesn't output that much damage anymore, you compensate that with runes. I find armor penetration less usefull because time for jungle clearing is not that much faster but you do get stronger ganks with flat ad runes.
Summoner Spellsand or or
You take for obvious reasons.
I've started using it over , because it lets you stick to an enemy probably a bit more than . It also allows you do make more plays by overextending and then flashing out.
If you want to use exhaust: You don't really need if you're experienced enough on Lee. Players who are just starting to play Lee might find more useful, but you do NOT need it because you have your to escape nasty situations. That is why you should always carry a with you. This allows you to throw a over the wall and jump to it with your to it and escape safely.
If I use exhaust I do a level 3 gank in the top lane (on either sides of the map). It secured first blood really easy, even if the enemies use .
You can use as well but I find exhaust more useful than it because if provides some sort of cc which can shut down any enemy champion who is fed. With you'll take kills you maybe don't want to take since you want your lanes to get fed as well.
After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.
is really usefull passive which allows you to clear jungle much faster than you would normally. You should use it smartly especially in early game. When you start jungling (normal jungle route for lee) on wraiths you first open up with a basic attack on big wraith, then use your and do 2 more basic attacks on it before using for the second time. This is what you should do on all your spells since they all have double effect (except the ulti which you dont use for jungling).
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
I max this skill because it has a massive damage output when maxed. It is a gap closer which allows you to get easy kills in ganks, close the distance at chasing or engaging a teamfight. It is really good when combined with your especially when you want to try and poke the enemy team (you onto the target and use on a creep or an ally, DO NOT TRY THIS WHEN THERE IS NOONE TO ONTO BECAUSE IT WILL MOST LIKELY GET YOU KILLED!). This should be done in a very rapid motion once you've mastered it. The whole process should take 0.5-1 second to do everything from jumping onto the enemy for the first time and getting out.
This skill is really usefull when your team is out of position or when you're the only one alive on your team and enemy team is doing baron/dragon. You should try and hitting the baron with it and when it has low hp (around 1k) you should jump to it, and immediatelly it and get out by jumping on a /teammate with your . If you hit baron/dragon with your when it is on low hp noone will outsmite you. This works aswell when your team is doing baron. Save your for the end and use it in combination with . Noone will outsmite that.
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 gains5/10/15/20/25 lifesteal, spell vamp, and armor.
Cost 50/30 energy
Cooldown 8 seconds
This skill is really usefull for lane ganks (it closes the distance aswell) and escaping. When you want to gank a lane you ping your allies to initiate/bait the enemy into a fight, thats when you come in and w onto a creep or an ally which closes the distance and after that you use your to close even more distance and then you use and the kill should be secured. If not you can always use your . If you find yourself being counterganked by enemy jungler and you fall really low, cast twice and then smite the minion in the lane. This has saved my life many times.
E: Tempest / Cripple
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
This skill is really good for chasing and focusing down most ad carries in the teamfights because it reduces their attack speed. It is even more powerfull than randuins omen's active. It is really good to counter invisible targets aswell (such as , and so on).
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
You can use this spell to secure kills since it does quite a bit of damage. Another way of using it is kicking enemies into your team and getting a quick kill that way. When you're chased even by several people it will guarantee your escape, when you're doing ganks it can even cc the enemy for few seconds when pushed to the wall. If you want the most damage output on it you should use on a target, ulti them and after that use again ( scales off missing health, that is why this is even better combo).
Skill OrderAs explained before you max for the most damage output possible.
I find more usefull than in mid game fights because it gives you more survivability and you don't need maxed yet because item builds aren't complete yet.
Grants you more mobility with ganks and is really good for counterjungling, altho I rarely run this because I think you've enough mobility with your skills. You'll require a good pull with this setup of items or else you probably won't to the full rotation in your jungle or will have troubles with ganking (it's not wise to gank with less than 3/4 of hp).
You should always adapt your build to the enemy team. If the enemies have a lot of magic damage champions you should definetely buy Mercurys, but if they have a lot of phisical damage you should still consider buying Mercurys over Ninja tabi, that is because cc reduction might save your life many times. Mercurys should be taken almost always against double ap or a full cc enemy team. If you find out that enemy ad carry wasn't outputing as much damage as in late you should sell mercurys and buy ninja tabi, ad carries are the one you need to kill in late game in order to win the game. You shouldn't be upgrading those boots before teamfights, because you have a lot of mobility on your spells. If you want to gank a lot early game, you should go for mobility boots, but later swap them out for mid/late game for one of other 2 choices.
This item will give you early damage, survivability and lifesteal. Combined with lifesteal/spellvamp from you shouldn't need anything else to get out of jungle with full hp after level 6.
is a good item to start with since it gives you more damage on minions and provides a faster way of jungling than just having a , I'd say it's better to start off with this item if you're picking between just those two. If you like to start with that you should build into , you don't need to go for the whole , because you have enough sustain in jungle through your . How to properly use it: you do NOT need lifesteal because you have your which grants you lifesteal, spellvamp and armor. Once you activate for the second time you should use smite and your because the spellvamp will return a lot of missing health. I find lantern only useful for doing fast drakes or solo drakes (the last will never happen if enemies have decent ward coverage, unless you use and do it really fast).
I find this item really useful Lee (besides the hexdrinker which it is build from). This item gives you a LOT of survivability because of its passive, it gives you fast jungle speed and a good killing potential (if you get it fast you can 1v1 pretty much anyone). You will not get bursted down by an ap caster with this item (such as LeBlanc or Veigar), on the other hand if you build you will. You should build before in my opinion unless you're getting chunked hard by any ap caster.
With this item you will do insane damage once it is fully stacked. Your ultimate will do up to 1k aoe damage which can be game changing (when you kick someone into the rest).
As you can see there is no armor in this build so far, except . This is why you need a good armor item and this is the one to go with since you get even more damage.
You probably won't come to the stage of the game to buy this item, but if you do it always works.
This item should be build when you're feeling squishy/behind, and should be before . It allows you to stick on your target which might be crucial in a teamfight (zoning ads is often really necesary).
Since the season 3 patch it's just op. If you buy you shouldn't buy .
It synergizes with ridiculously well. You can do some great escapes or chases with it.
Commonly used item on junglers nowadays. It is really good when you're the only tank or semi-tank on your team. It will give you a lot of survivability and aura items are really nice to have on your team.
This items active effect synergyzes really good with your once cripple is used. Once is maxed out up to level 5 you will slow enemies movement/attack speed by 95%. Guess how much damage an ad carry does with that. You should have no problem in 1v1ing them (if you have enough damage).
You should always ask your team if someone of them is going to buy an aura item. Normally this item is bought by a support and aegis by a jungler. Aura items are really beneficial to the team and should not be underestimated. It will give you survivability and you shouldn't buy The Bloodthirster once you've bought this item because you don't need lifesteal anymore. I'd recomment Last Whisper or Brutalizer if you lack damage.
This item is broken since patch 3.03. You practically have to buy it. It gives you everything you need, it gives you slow for the target you want to stick to (besides ), it gives you more movement speed, it gives you great lifesteal, plus the active so you practically can't even die. I'm sure that this item is going to get nerfed pretty soon if not even hotfixed.
Check your enemies builds before you buy this item. If most of them are buying loads and loads of armor you should buy this item and swap it with The Bloodthirster. Never buy this item when enemies aren't building armor.
Really good item since the season 3 patch. It gives you great damage and with it you can easily down a squishy.
This item is always welcome to buy on any champion, it is really good especially in late game and when your allies have it aswell. Having 2,3 or even 4 GAs in your team might win you a teamfight even if you're behind the enemy team. It is extremely good with drawing all the enemies damage on yourself since you are the semi-tank. You will allow your carries to output free damage onto enemy team once you're focused. Plus when you die you will respawn back and after that you should protect your carries because your hp will be low and you'll not be able to kill enemy carries (less likely, unless they're low hp aswell).
Early game item which will allow you not to get bursted down by an ap caster. You'll be healing up faster combined with your aswell and if you've bought any lifesteal up to this point. You should sell this item once game reaches late game because it won't be as usefull anymore.
As explained before it is usefull to escape nasty situations with placing it and jumping to it with . That's why you should carry one around at all times and not place it down. Whenever I recall in early and mid game I buy AT LEAST 1 , if possible more. You should help out your team with warding always, most important it is in early game. At first recall I usually buy one and place it at top lane so my top laner doesn't get ganked. Normally you'll recall before your top lane does for the first time. can be used offensively aswell. It is especially good when you do mid ganks which could be extremely difficult, especially when enemy has some kind of escape (LeBlanc jump, Fizz's playfull/trickster,...). This is where a can help you out. You should come from either sides and place it down in mid lane (it doesnt really matter where, the important thing is gap-closing). Once you to it you should be much closer to the enemy champion, from then you can use your to slow them down or or even both. When enemy champion has no escape tools a kill should be guaranteed. You should know that the ward will stay there for 3 minutes and that you can gank more times without using a new one. You can also ask your teammate to place one at the back of the lane for you so you can get an easy gank. Enemies won't know why it's there untill you come and kill them :P.
You should buy it in early game when you think there are lots of wards around the map to clear them and gank easier. It is really necessary when doing drake/baron aswell (if your team doesn't have ).
When you can't get a kill with a gank it is most likely because enemy team has all over the place, especially in river and bushes near lanes. You should NEVER buy when you're behind because you'll only fall behind even more and you'll be worth 700 gold once killed. When you're behind you're probably squishy, can't 1v1 anyone and that's why you'll get focused down. If you have a feeling you can't gank properly should be bought. If you're experienced enough you won't need it because you can't get a good gank off but because you need to shut down enemies' team vision so your teammates can roam around freely aswell.
Similar to , whenever I go back I try and buy 1-2 . This is not because I take too much damage in the jungle but because it can save your life when you get caught out of position/take a lot of damage in a gank. You should always use it when you're in the middle of the fight, especially in teamfights which can last really long. You'll get healed for 200 over 20 seconds which can be the difference between life and death. You won't need recalling after that either because combined with the healing you'll get on jungle creeps you should have full hp and ready to gank a new lane all over again.
General things about item builds
Note that there are a lot of ways to build ANY champion not just . You should experiment with different builds and take the one which suits you the most. I think there are all viable items for in this chapter and you should always adapt your item build depending on enemy teams' items.
There could be some other items but I think I've covered them all. If you think there are any items I've left out you should leave a comment down below and let me know. If I'll consider your item worth buying I'll include it in the guide.
MatchupsYou should be able to outdamage most of the champions in early game, altho there are some champions which you will a have hard time beating. That kind of champions are normally ones with high cc or high sustain. If you can counterjungle a champion that means you must be stronger than him in 1v1, meaning you can countergank him aswell.
-He isn't that strong in early game and has weak ganks. This is why he spends a lot of time in the jungle, but if you'll let him free farm he could become a beast in mid and late game. This is why you should counterjungle him because you're much stronger in 1v1.
-He is rarely used as a jungler anymore. He is pretty squishy in early game and you shouldn't have troubles with killing him. Altho if he gets fed just a bit he might just outdamage you so pay attention. Your will be pretty much useless against him because of the oranges.
-As other champions you should outdamage him in early game. You should have no troubles in protecting your ad carries in teamfights from him either. If not extremely fed you'll probably beat him in 1v1 aswell because he won't be able to output as much damage as normally because of your .
-He isn't used as much as he used to be. Counterjungling/counterganking him shouldn't be a problem. Once he reaches 6 he shouldn't be a problem to take down either. In teamfights he shouldn't be much of a problem for your ad carry if he is the only one tanky in the enemy team. This is why you should focus enemy carries.
-He is rarely used in high elo but he could be used in the jungle. His jungle clear is pretty fast due to his passive on q. Altho if you do counterjungle him you will win a 1v1 against him.
-1v1ing/counterjungling/counterganking a isn't a problem. Its true that he has lots of cc but he doesn't have enough damage output to beat you. He is really squishy pre-mid game. You should counterjungle him as much as possible to shut him down.
-He isn't used anymore as he used to be, same as . 1v1 you should have no problem against him, counterganking aswell. You should be carefull not to get caught off by his taunt in teamfights because the enemy team will kill you once you're cced for that long.
-I never see her being picked in solo queue games, but she can be a really strong pick. Her problem is if she gets shut down it's game over for the enemy team. She'll be too useless to do anything. That's why counterjungling her is a good idea.
-He is a snowballing champion aswell. You can outdamage him 1v1, because he is squishy and doesn't have a lot of cc he is easily countergankable. Try shutting him down in early game by finding him in jungle, stealing his buffs and counterganking.
-Normally a top laner, he can also be played in jungle. His jungle speed is really slow that's why you should counterjungle him and shut him down while you've got a chance. If you let him free farm and get kills with ganks you'll have a lot of trouble with killing him. He has pretty good crowd control in teamfights and he can protect enemy ad carry extremely well. If you're both equally fed you should win in a 1v1, especially because he does magic damage.
-He is pretty slow in jungle and needs his blue buff to do the full rotation. Consider invading at level 1, taking his red buff and the rest from him. Other option is to start in your jungle at one of your buffs (easier at blue because you're going to be fast enough 100%) and then try catching him at his red. His ganks are pretty weak before level 6, that's why he'll stay in the jungle for a long time. Try shutting him down there. If he gets fed you won't be able to 1v1 him.
-You pretty much counter him because you can reveal his invisible which is his biggest advantage. You should counterjungle him because he has no chance in beating you 1v1. Counterganks might result in double/tripple (if in bot lane) kills.
-His jungle speed is fairly slow, counterjungling is possible. You should be carefull with fighting him after level 6.
-He is more and more popular jungler in current meta because of his strong cc, he is very similar to but I've a feeling does more damage. He has strong ganks early game. If you can find him ganking a lane and you're nearby you should countergank him because you will do more damage then he will. The problem here is he could cc you and enemy laner will finish you off. You should try counterjungling him as much as possible since you are the one stronger in 1v1. After level 6 you will have troubles with killing him 1v1, but you should be able to scare him away at least.
-He clears jungle really fast and has quite good ganks despite not having much cc. You're stronger than him before level 6, that is why you can counterjungle/countergank him then. Once he reaches level 6 you probably won't be able to kill him anymore unless you burst him/he misuses ultimate. If you do wanna try and bursting him use the into into combo as explained in Skills chapter. will become much stronger than you in late game and you probably won't be able to protect your carries from him, this is why you should probably go for enemy carries. You should be careful of getting counterjungled by him aswell.
-You won't be able to 1v1 him in an open terrain at any stage of the game because of his massive cc (crowd control). Altho if you are counterjungling him and he's casting his spells on jungle creeps you might just have a chance of killing him. In teamfights you should always try and kick fiddle away from the teamfight when his ultimate is on and prevent him of damaging your team.
-Pre level 6 you do more damage than he does, but once level 6 is reached you might just lose because of the passive on his ultimate. It could go either way.
-Again, you outdamage him in early game and you can beat him 1v1, but once he is level 6 your will be useless against him, aswell your , meaning you won't be able to escape him once you're lower hp unless you've got a ward or minions nearby.
-He is pretty strong in early, but he doesn't clear jungle as fast as you do. Try shutting him down before he gets fed. He's a snowballing champion and counterganking him could mean the difference between winning and losing.
-Once she gets her Bloodthirster you'll have a lot of trouble in killing her. Her high mobility allow her to easily dodge your . Think twice before fighting her.
-He is pretty easy to counterjungle before level 6. But once he reaches level 6 he will probably beat you in a 1v1.
-If you have him as your enemy in the jungle you should be really careful. You probably won't be able to 1v1 him because he scales of amount of armor he builds, meaning you won't do much damage to him, he will slow your attack speed, you'll have troubles with breaking his passive shield, his w will grant him even more armor. He is hard to protect from in teamfights aswell, he could easily burst your ad carry and his ultimate cannot be canceled. You will have lots of troubles with him.
-He is a fast jungler and he is hard to counterjungle, that requires a lot of skill. Most likely you won't be able to 1v1 him because he can shut down your with spellshield, he can cc you for a pretty long time with his fear and he does a lot of damage when he uses his q. You should be careful of getting counterjungled by him.
-She has one of the fastest jungle clears in game and is hard to counterjungle, normally you're the one getting counterjungled. That is why your entrances to the jungle should be always warded so you can catch her off and get a free kill with the help of your lanes. 1v1 she will beat you because she doesn't rely only on basic attacks and she's one of the best 1v1 junglers in game. You can counterjungle only when you're stronger than your opponent, thats what she is good at.
-Trundle is rarely used as a jungle, eventho he's really tanky and disruptive. You'll have a hard time finding him in jungle with low hp because of his passive (unless you find him right after he ganked). This is why you'll have troubles in beating him 1v1. Once he reaches level 6 you won't have any chance in beating him. His e will reduce effect of your aswell.
-Once you start fighting him in his jungle you must be sure to beat him 1v1 because you won't be able to escape him if you're not carrying a ward. He is a hard-to-beat champion for Lee.
Early GameLee sin is especially good in early game. If you can get a few kills for yourself and your team you can turn the game in your favour. He has a pretty fast jungle clear and he is especially good at level 2 and 3. I find myself ganking at level 3 for the first time for the most games because you have all 3 skills leveled up. Before lanes hit level 6 I mostly gank solo lanes except when bottom lane needs huge help and they're getting zoned. Since you know you'll be ganking at level 3 tell it to your teammate and tell him not to push for this purpose. There are more ways of ganking. At level 3 I usually gank top lane. In 99% of the games top won't have a ward at this stage of the game that's why a kill should be pretty much guaranteed. You open up with a if you can hit it, else you just use to a minion and then once you're on the target you use . You can aswell just walk up to the target, immediatelly and then throw your skills at him. This is even easier when your ally has some sort of cc. I often tell my ally to throw his on the enemy no matter what(it pays off a lot of the times, kill is secured this way).
Once the bottom lane is 6 they normally get more cc and the gank is easier. The easiest way to avoid enemy is to do a lane gank. How gank should go is explained under Skills chapter.
Here is an example of a good early game gank. You can't see the hp bars on champions because of LoL Recorder bug (I wasn't the one recording the video, Soraka was and I've asked her to send me the clip after game; if the one recording the game isn't watching you you won't be able to see hp bars). I must say did a good job with baiting. You can see I close the distance with and then use to slow the enemies. The real mastering of shows when I use and then wait for to flash before I use again to close the distance and finish him off. If he was low enough to be bursted by immediately I'd use it for the second time earlier. I didn't use my in this gank because I knew I could get both kills without using it. If I wasn't 100% sure to get both kills I'd use it for sure. Like described in Matchups chapter you can see here you can countergank a pretty easy before he reaches level 6.
Mid GameMid game is when dragon will be more and more important objective. You should always help out your team with warding, when you know you have a chance to get dragon you should buy to clear enemy wards. You should have at least . Try to do a gank in mid/bot lane and get a kill before you do dragon.
Late GameYou should start grouping up now, help the team out with warding. Now the most important objective is baron which should always be warded. If you can get a free drake that's just a bonus but do NOT trade drake for a baron. Never do a drake in the late game if you do not know where the enemies are.
Team FightsYour primary objective in teamfights is to shut down/zone enemy ad carry. If you're not farmed enough to do it alone you should protect your teammates (most likely your ad). If you can you should kick enemy ad into your team so they can pick him off, if you can kick anyone else into enemy ad carry that is good aswell.
Jungling and Counterjungling
- Your normal starting jungle route is wolves-(smitelss) blue, rush to red and smite it and (countergank) top lane at level 3 (most junglers gank top level 3). Even when your ally is pushing you should go to top brushes and wait until enemy jungler shows up and win that 2v2 (most likely not possible with champs with no killing potential as your ally ). If mid is gankable you can gank that as well.
- Your alternative jungle path is wraiths, (smiteless) red, smite blue and gank (most likely bot), right after that you can gank mid if pushed or go back to jungle and take small camps again. If you've got enough money for and you should go back and buy them. Clear small camps, time your buffs when you can and clear them asap so you don't lose them. Give 2nd and all other blues to your ap, if he's manaless then to top laner, if he's also manaless you should take it so you level up faster.
- Another jungling path can be to do wraiths and red and ganking top/mid right after that. You will have less options to open up a gank with only 2 skills tho. This used to be more common in old meta, no one will expect this kind of gank I'd say.
- If your enemy starts at blue you might consider invading and stealing their wraiths (leave 1 small one up to deny xp if enemy jungler is more AOE based like , and 3 if he's more single target based like ), red and then ganking bot or rushing to your blue/red (if you feel like enemy jungler is going to steal it because you stole his). Remember to always time your and enemy buffs (5 minutes), dragons (6 minutes) and barons (7 minutes after it dies). After that you should give your blue buff to your ap caster in mid or take it for yourself if you feel like getting more xp (I'd recommend the latter, give 2nd to mid).
- Normal starting path on blue is from wraiths to (smiteless) red (golems will probably be taken by your bot lane, rush to blue and (counter)gank top or gank mid (look at 1st bullet point). Take small camps whenever possible, time your and enemy buffs and take them asap. Counterjungle whenever possible, especially when you see enemy jungler ganking other lanes (you're safe to counterjungle then).
- Alternative: You might consider starting wolves, blue as well, after that you can gank top/mid lane or try to counterjungle enemy and try to catch them at their red buff. If enemy jungler has especially slow clearing time or if you see them passing up to small golems you should take their red buff and getting the hell out. If you're going to gank you should pick up your red buff as fast as you can to get level 3 and ganking mid/bot after that.
Back when you have enough for (+).
How to perform a good gank?
This is pretty much explained in Early game and Skills chapters (Skills chapter under spell).
When to counterjungle?
You can only counterjungle when you're stronger than your opponent in 1v1. That is especially good when enemy jungler has slow clearing time and really relies on farming the jungle at lower levels. It is really good to shut down early game junglers by counterjungling them because they'll have a hard time ganking the lanes when they're behind and they won't get any farm from the jungle because you'll take all of it. Who you can counterjungle can be found in Matchups chapter.
You can also counterjungle when you're weaker, but only when you know where enemy jungler is and that he can't get to you before you clear out his camp(s).
How to counterjungle?
When you know enemy jungler really needs blue you should consider counterjungling him by stealing his red buff and other small camps. You should take whole camp at buffs so you know the time of the next respawn of the camp. If you're there at that time you've got a lot of chances to steal it again immediately and getting out alive. Never counterjungle someone you know you can't beat 1v1.
The tricky part of counterjungling is getting out alive. This is why you must ALWAYS have at least 1 on you so you can escape. You should always ask your teammates to follow their lanes when you're counterjungling or even coming with you before you enter their jungle. You should know that enemy team can have wards at entrances in their jungle and they can spot you because you'll be an easy kill if you're caught 2v1 or 3v1. When you see an enemy jungler ganking a lane and you're far away from it to help then it's your time to counterjungle. The point of counterjungling is to deny as much resources as you can, the most important is probably the blue buff which is normally fed to ap carries. If you deny blue buff from them your mid lane should have a huge advantage. Don't hesitate to take enemy blue buff, you can always give your blue buff to your mid laner.
When to be careful of getting counterjungled?
You're going to get counterjungled when you've weaker 1v1 than the enemy jungler. For example should counterjungle a . But you can get counterjungled when you're stronger as well. For example as mentioned before, if enemy jungler sees you in a lane with only red buff on you he'll know you haven't picked up your blue buff yet and he might counterjungle you. The easiest way to prevent that is to ward your jungle or entrances to it and catch the enemy jungler in it and get a free kill. This is where your lanes should help you as well, even if you're stronger.
Mastering Lee Sin-Drake/Baron steals, ultimate useFirst I should mention that my computer is really bad and I cannot record my videos. All the videos are from 1 game and this clip has been sent to me by the player who played Soraka. You should know that the youtube channel isn't mine but my RL friends' since I can't watch a video in LoL Recorder and record the game at the same time. Shit computer makes me crazy :P
A good example of a dragon steal. Notice how I close the distance by jumping to a with and then using to close more distance. I should say that smite from enemy jungler () was bad.
In next video you can see how you can't be outsmited by the enemy jungler if you use your skills properly. We had no vision over baron and yet we got the baron and got back into the game. Enemy team was so far ahead that they would finish the game after taking that baron.
This is the second baron steal of the game which got us back into the game just as equally as the first one. Notice how we lost vision once they've cleared our ward and I ask my support to ward it again so I can time my skills to steal the baron.
In this clip you can see how I'm protecting my carry () from their bruiser. Then you can see good aoe ultimates combo and I've gotta say it had a lot to to with a good ult by me. I knock back to protect from him and kick him right into the enemy team, knocking up several enemies. Right after that you can see easy and brilliant ultimate combined with ultimate. In the end we've won the teamfight and the game.
In this teamfight it shows how important positioning is. Our carries stood behind the wall and could not be hit by enemy team because of that. 's position was quite bad, she split from her team which is never good to start a teamfight with. Since I was the most tanky person in the team I jumped over the wall in order to help her. My first priority was just to protect her, but as you can see I did a good on 3 of the enemy champions, including their ad carry resulting in him not outputting any damage. He got maybe 5-6 autoattacks on our team before he had to flee from the fight. Attack speed reduction on should not be underestimated.
About meI'm a Diamond 1 player from EUW. I come from Slovenia, Europe (all you Americans should google it :P) and I'm 19 years old. I've started maining support role in S3, that's why I don't play Lee as often as I'd like to and my mechanical skill on him has really dropped. You can check out and follow my stream at www.twitch.tv/snipeyyy
If you wanna help me with friend referrals I'd appreciate that. If you haven't started playing LoL yet (or your friends) register at this link or if you're creating a smurf account I'd appreciate that you sign up here:
All you have to do is reach level 10 (the new referral system) :P
Final Comments & Things about solo queueis a strong champion with a lot of potential when built and played correctly. He is extremely good in early game and has a lot of counterjungling/counterganking potential. This was my first guide I've ever posted and I really hope you've enjoyed it. Thanks for reading it :)
About solo queue
I would like to stress out that there is NO ELO HELL. You should never think there is. If you're good enough you'll get out eventually. If you've been stuck on some elo for a really long time then you probably belong there. It might not be like that either. I've been in 1600s for over a month and after that I've duoed with a friend who was stuck in 1700s. In 2-3 days we got out and up to 1900s. My suggestion to you is this: if you think you're in elo you don't belong to, find someone who you think is better than the elo he has as well (note that you guys should have aproximately same elo +/- 100 elo I'd say). It doesn't matter what lane you're playing, you should win ANY lane you're up against, if you don't (win) then you belong to the elo you're at now or your opponent is just better than you and he's the one who should have higher elo.
My recommendation is to have at least 2-3 full tier 3 rune pages before you start playing ranked (DO NOT BUY TIER 1/2 RUNES, YOU DON'T WANNA SPEND IP ON THAT CRAP). Once you start playing ranked you should play the champion you master the most. It doesn't matter what other people say about the champion, if you're really good with it and you feel confident about it go ahead and play it. If you can't win all 3 lanes in low elo then that's probably where you belong to as well. The easiest lane to gain elo in my opinion is mid lane because once you've won your lane you can roam to your bot/top lane and play the role of a second jungler. Help your teammates to win lanes, this is how you'll win the game. Never blame your teammates for losing and remember, there is NO WAY to win ALL games, even if your skill level is over 9000 elo you cannot win all games, even in low elo. Some games are just unwinnable.
And the most important thing about solo queue: never rage, raging will make you writing more than playing and you won't be focused on the game anymore. I do it sometimes too and trust me, it never helps. If your teammates are raging try to calm them down, but the most important thing is for YOU to stay calm. If you can't get them to stop typing tell them to ignore each other and focus on the game. Flaming is one of the most important reasons for losing solo queue games. I've lost games when we've been ahead by a lot and the game was easily winnable and it was lost because of flaming/people intentionally trolling because they rage because someone flamed them. And same goes the other way around. I've won many games when my team stayed calm and kept playing like the score was equal. We've won the game because enemy team was flaming and wasn't focused enough on the game.
Remember: if enemy can go 5-0 in 10 minutes, why couldn't you go 5-0 in 10 minutes? Either it's because he's really good and belong to higher elo or either it is your ally that's really bad and belongs to lower elo, but you should know that you're all in the same elo because you're all of the same skill level. If you're not then prove it and get 3-0 in lane fast, roam to your other lanes and win those for your team too. This is how you win a solo queue game so don't blame your teammates because you're not gaining any elo.
A video that inspired me a lot is from Athene about backwards rationalization:
(c) to Athene, I hope it inspires you just as much as it inspired me.
If you find any grammatical mistakes (there are surely some) please send me a message. If you don't agree with something tell me so. I might change/update the guide on something if your arguments are strong.
Update log13.6.2012-Changed some masteries in offence tree.
17.6.2012-Edited About me and About solo queue chapters
21.6.2012-Edited information about Wriggle's Lantern
22.6.2012-Grammatical mistakes, nothing else.
14.7.2012-100k views, thanks guys! :)
15.7.2012-I'll be streaming sometimes, come and check it out, I might be online: http://www.twitch.tv/snipeyyy
16.8.2012-I changed the guide title because I felt it isn't enough straight forward.
24.9.2012-I've added Wriggle's build in item builds because I feel it's more viable after all the nerfs to Lee.
20.10.2012-Changed picture in introduction.
22.10.2012-200k views :)
5.12.2012-I've changed Masteries since there's a new update, I'll be changing items once I try everything out. :)
6.12.2012-I think everything about and should be removed, I'll be updating the guide slowly with new items/item builds.
11.12.2012-Slowly updating the guide, added info about hunter's machete.
30.12.2012-I've updated the guide after some experimenting in ranked, should be viable. I still feel if you don't snowball enough you'll lose the game because he's just so damn squishy. Still, in lower elo he's pretty easy to snowball with.
19.1.2013-Added Ruby Sightstone and changed info about Warmog's armor.
4.3.2013-Update for 3.03 patch.
5.3.2013-Updated jungling and counterjungling chapter.
11.3.2013-Updated About me chapter and grammatical mistakes.
9.4.2013-WHOA! 1 MILLION VIEWS!
10.4.2013-Forgot to change masteries, took a point off summoner's wrath and gave it to sorcery.
6.6.2013-Changed the core item build a bit, some items went out and went to more situational.