- 24/12/2012 Updated for S3
- 16/11/2012 Guide Released
Introduction: About Lee SinI ♥ Lee Sin. Why?
He went from never being played to overpowered, to nerfed God knows how many times, and nerfed again and again, and is still one of the most played junglers in games all over the world. Asians are playing him like a BOSS, and each and every one of the players has a different take and play style on Lee.
I've seen such different builds and takes on Lee, aside the classic masteries//runepage sets, that I couldn't believe how versatile and powerful he could be.
- High damage output during all game
- Ultra mobile champ
- Good buff control, can solo Dragon easily
- Can counter jungle, not easy to be counter jungeled
- Not buff reliant jungler
- Versatile builds not tied to only one kit set
- Epic skill cap, not easy champ to master and play
- If you fail early game you will fail late game
- Can't carry the game on his own
Health: 428 (+85)
Health regeneration: 6.25 (+0.7)
Attack damage: 55.8 (+3.2)
Attack speed: 0.651 (+3%)
Armor: 16 (+3.7)
Energy regeneration: 50
Magic resist: 30 (+1.25)
Movement speed: 325
1 point in Summoner's Resolve
Getting 10 extra gold every smite use is not the big deal, but it does give you a free ward or so on your first back so I consider having it.
4 Points in Durability
It gives you a nice start on HP and adds up to late game.
2 points in Tough Skin
Helps you save some HP in the jungle.
1 Point in Bladed Armor
Helps with the clearing time, and early on it does keep killing jungle creeps bit by bit.
3 points in Hardiness
No brainer. You're jungling, getting hit by physical damage. It's a 1/3rd of a cloth armor with 3 points in this mastery.
1 points in Resistance
1 Point in Veteran's Scars
Free stronger flat HP quint... :) why d f not
3 points in Juggernaut
When you see 4% it seems as much but it's actually +80HP when you have 2k... :)
it is far much better then +5% on your armor and magic resist
2 points in Unyielding
Small damage reduction from the champs
1 points in Block
More damage reduction :)
1 points in Defender
Makes you a bit stronger
1 points in Honor Guard
3% damage reduction
This is a standard bruiser pick, without Summoner's Wrath (cause OBV, you don't need it)
RunesMarks or reds:
You can use Flat Armor Pen or Flat Attack Damage. I opt for armor pen because it's sounds better.
Seals or yellows:
Flat Armor Seals are the only useful ones!!!
Glyphs or blues:
You can either use Flat Magic Resist or Magic Resist per level blues, or any combination of two.
Quints or pinks
Flat damage quints are the most optimal here, but you can also use 2% life steal, or any combo of those 2.
MS quints are not so good on lee.
auto include since you are jungling
I personally prefer over because of that broken mobility and chase/escape potentials it gives,
also you have inbuilt CC with your
SkillsAll in all Lee Sin has one of the coolest and most cohesive skill kits in game
After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.
This passive divides good Lee's from bad ones.
If you learn how to use this passive you will be a broken Lee player
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 8% of their missing health.
Cost 50/30 energy
Cooldown 11/10/9/8/7 seconds
Kamehameha of Lee Sin. Sonic Wave into Resonating Strike is one of the most awesome abilities in the game. You can use it either offensively or defensively. It opens tons of play styles, gives a chance for over kill etc.
All in all... It's your gap closer
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 gains 5 / 10/ 15/ 20/ 25 lifesteal and spell vamp.
Cost 50/30 energy
Cooldown 8 seconds
Safeguard into Iron Will is what makes you a Jedi. This ability along with your will allow you to make plays that no other champion can't do. Ward your paths for quicker mobility in jungle.
You can flash to any friendly unit.
Also bonuses Iron Will grants are still broken even though they were nerfed God knows how many times
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
AoE with Eyes and Cripple, has decent damage though the cripple part is the most important here.
Also it can reveal stealth units for eg. , , , etc.
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
This skill is so cool, it can position enemy champ for a better kill, it can disrupt opposition in team fights
it combines well with your and
Skill OrderSkill order to level 5 may differ, but from 6 to end game it's the same.
Basically you want to max your , for faster jungle clear, and then you either max or or in any combination.
Take a point in on 6, 11, 16
> > >
Item BuildsSo starting with gives you best stats. Much sustain and more damage to neutral creeps is what you are looking for.
First back should give you , if you have enough gold and you should always get a ward or two for spare gold
Next back you get your first blue item :)
as phreak would say TONS of DAMAGE... just kidding
I found out that these items provide faster and consistent jungle time compared to /, simply because they aren't consistent. -and start building
from now on follow the flow of the game
or - depending on the flow of the game
- one of my favorite items in game
- too expensive... even if you snowball
- if I'm doing really well I might get this before , the item is ridiculous, it gives you good defensive stats and makes you basically indestructible, makes enemies harder to focus you
- R.I.P. item on Lee but almost never got it ;)
- Good item on Lee, depending on how you build.
- never had it, don't see a point in it...
- good item, good sustain
- better than
+ - still good combination but costs a lot
- ok item to have in your kit, adds you a nice kitting tool
- Never tried it :)
- Good item, gives good damage output and defensive stats
- I usually always have this item
- nice aura item, goes well with Lee
- became the most usual item in s3 for the junglers, cause it basically brings very strong stats for its cost.
- op item, helps with vision, gives decent HP, helps you escape or catch enemies with ... all in all I like it
- for map control
- whenever possible
- when you finish your build if the game is still on... DO NOT FORGET FREE BUFFS
Start, Jungling and Early GameDepending on your starting points and choices and options for ganks choose your starting point
if you can do smiteless blue then invade enemy red do so. If you want fast gank top or mid @ level 2 go for the red buff.
which ever path you choose do the small camps first!
so it's either
wolves->blue->enemy red->gank as lvl3 @min 2.5
wraiths->red->gank mid or top//bot (depending on the spawn point and position)
It's a normal jungle route
Team FightsYou wont be focused that much, but you will be the initiator most of the time, you can slow poke back
when the real fight starts try to catch all of the opponents in your and cripple them, stay near your carrys either AP or AD, the one that is extended the most, W to them as soon as they have focus on them and protect them as much as possible.
If the opposing team forgets to protect their carries, make them pay.
There is simply no real explanation how the team fight should proceed, just try to protect your carries and be aggressive at the same time
You are damn Lee Sin, you can pop up at any location at any given time :)