SoloMid
  Register
LEE SIN
[S3 updated] The Playmaker
by shakedrizzle
You must be logged in to vote

likes
12 dislikes
RUNES>
9 Greater Mark of Attack Damage
9 Greater Seal of Armor
9 Greater Glyph of Scaling Magic Resist
3 Greater Quintessence of Attack Damage

MASTERIES>
Offense (21)
Summoner's Wrath

0/1
Fury

1/4
Sorcery

4/4
Butcher

2/2
Deadliness

4/4
Blast

0/4
Destruction

0/1
Havoc

3/3
Weapon Expertise

1/1
Arcane Knowledge

0/1
Lethality

0/2
Brute Force

2/2
Mental Force

0/3
Spellsword

0/1
Frenzy

0/1
Sunder

3/3
Archmage

0/4
Executioner

1/1
Defense (9)
Summoner's Resolve

1/1
Perseverance

0/3
Durability

4/4
Tough Skin

0/2
Hardiness

3/3
Resistance

0/3
Bladed Armor

0/1
Unyielding

0/2
Relentless

0/2
Veteran's Scars

1/1
Safeguard

0/1
Block

0/1
Tenacious

0/3
Juggernaut

0/3
Defender

0/1
Legendary Armor

0/3
Good Hands

0/1
Reinforced Armor

0/1
Honor Guard

0/1
Utility (0)
Summoner's Insight

0/1
Wanderer

0/3
Meditation

0/3
Improved Recall

0/1
Scout

0/1
Mastermind

0/3
Expanded Mind

0/3
Artificer

0/2
Greed

0/4
Runic Affinity

0/1
Vampirism

0/3
Biscuiteer

0/1
Wealth

0/2
Awareness

0/4
Strength of Spirit

0/3
Explorer

0/1
Pickpocket

0/1
Intelligence

0/3
Nimble

0/1
SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Flurry (Passive)
Sonic Wave X X X X X
Safeguard X X X X X
Tempest X X X X X
Dragon's Rage X X X
ITEM BUILD>
Starting Item: hunters-machete + health-potion5
First Back: madreds-razors + boots-of-speed + sightstone
Mid game: warmogs-armor + aegis-of-the-legion
Late game: mercurys-treads OR ninja-tabi + + runic-bulwark + ruby-sightstone + hexdrinker + randuins-omen + last-whisper
Changelog
  • 8/20: Added a whole bunch of stuff.
  • 9/09: Fixed some formatting issues.
  • 10/27: Changed my runepage.
  • 11/05: Switched my stream link! I now stream on Twitch.tv and quite regularly. http://www.twitch.tv/shakedrizzle
  • 11/26: Switched the build order a bit. I get Aegis before Phage nowadays. Mostly due to the phage nerf but also due to me liking the early Aegis.
  • 12/4: Slowly starting the change to new Season 3 items and masteries. This will take me some time to learn everything and finish the guide. Added a new video to the "smite with spellvamp" tip video.
  • 12/9: Big update! New masteries, runes, and build.
  • 12/13: Derp, I had left the season 2 masteries along with the new season 3 masteries when I made this guide, fixed it now.
  • 12/23: Ha, removed Leviathan and added BT to the Item Discussion.
  • 12/27: Today OP delivered. Added 2 jungle Lee Vods from Season 3.
  • 12/31: Added my Facebook.... sorry for the plug but I'd appreciate likes 8D.
  • 1/3: Decided to go with 9/21/0 masteries.
  • 1/15: Removed Wriggles because the upgrade is just not worth it. Stick to razor and get an earlier sighstone instead :). I also added Warmogs as a first item rush option. It's just way too strong right now.
  • 1/23: Added a new video to the "Tips and Tricks" sections.
  • 2/4: Oh crap... I forgot to update my skilling order. Ever since the change to Tempest and Safeguard I have been maxing E>Q>W. You need to max Tempest first in order to get that slow speed back up to what it used to be at level 1 and you don't want to level W because it's very weak now. The shield is nice but I just use it as a lifesteal and an escape tool now.
  • 2/4: I have also updated my build a little bit. With the chance to sighstone I build that before I start my warmogs. The fact that it builds out of something cheap now (ruby crystal) it's very smart to buy a Ruby Crystal and upgrade for the wards whenever you can.
  • 4/23: Long time no update.... I've been playing around with Q max again but I'm not sure if I like it more yet. I will update the guide when I decide. In the meantime, I've added my most recent montage under the introduction, thanks.
  • 5/12: Slowly updating everything, bear with me.
Introduction
Lee Sin is an extremely aggressive early game jungler. His movement speed slow, high early game damage and two gap closers make for an extremely scary early game hero. While he clears camps fairly quickly, Lee Sin's main strength lies in his ability to gank extremely well and counter jungle.

What is important to note about Lee Sin is that since he is forced to build tanky, his damage falls off vastly lategame. To make up for this, you need to snowball your lanes. This is one of the reasons I play more Jungle Lee over top lane. While he can definitely carry, he cannot 1v5. You want to abuse your early game dominance to put all your lanes ahead.

About me: I'm a Lee Sin main on NA at 2200-2300 Elo. I love Lee Sin because of all the cool plays he can pull off. You can do things such as escaping ganks with ward hops. catching people with max range Qs, flash ulting carries into your team and more.

I made a video(s) of some cool plays I've done with Lee Sin at High Elo:



[http://i.imgur.com/Clm9n.jpg]
Masteries
[http://i.imgur.com/GlYDu.jpg]

These are standard tank jungler masteries. The defensive tree gives many stats that help you clear the jungle with high HP and tank for your team. I go 9 offense because it helps increase your damage a bit when you're invading against weaker junglers early game.
THESE ARE SUBJECT TO CHANGE. I'M STILL LEARNING SEASON 3. THIS IS WHAT I'M RUNNING AT THIS VERY MOMENT BUT THERE COULD BE BETTER ALTERNATIVES.

Defense Tree


1 point in Summoner's Resolve
  • Getting 10 extra gold every smite use is not the biggest deal in the world but it adds up. If I had to guess I'd say I smite 30-40 times a game. That's 300 free gold. I think it's worth the mastery point.


4 Points in Durability (1.5 HP per Level per point

  • While this mastery is pretty underwhelming early, it adds up lategame. At level 18 that is 108 HP. Nothing to write home about but nothing to scoff at either.

2 points in Tough Skin (1 Reduced Damage from Minions per point)
  • Another mastery that is great for clearing the jungle with just a little bit more HP. Definitely worth the 2 points.

1 Point in Bladed Armor (Returns 6 Damage to Minions on Hit)
  • Helps you clear the jungle just a little bit faster. Earlier on you can line up your attacks so that bladed armor last hits the creeps for you. Just be careful when trying to give your teammate a buff! It's embarrassing when you take blue because your midlaner got it to 6hp and it hit you.

3 points in Hardiness (+5 armor at 3 points)
  • This is a no-brainer. You're in the jungle getting hit by physical damage mobs. You take less damage with more armor! Not to mention you get 1/3rd of a cloth armor with 3 points in this mastery. Pretty sweet.

1 Point in Veteran's Scars (+30 HP)
  • I love this mastery point. A flat 30 HP at level 1 is a 6% increase to Lee Sin's level 1 hp. Think of all the times you lived with 10hp left. Now you know what to thank.

2 Points in Unyielding
  • This mastery is useless earlygame since you'll be mostly farming creeps but it's helpful when you're towerdiving and when you're tanking lategame.

1 Point in Block
  • This mastery is good for tanking up damage from AD carries when you're trying to zone them out of a fight.

3 points in Tenacious.
  • Great mastery. Mini mercury treads pretty much.

1 Point in Defender
  • This is a pretty bad mastery point but it's better to spent 1 point here than elsewhere.

1 Point in Reinforced Armor
  • Just like Block, this mastery is great for trying to survive without those pesky AD carries.

3 points in Juggernaut.
  • Didn't really like any other mastery up at this point so decided to go with this. 80 extra hp at 2k hp isn't really a lot but meh, better than 5% more bonus mr/armor I feel.


Offense Tree


4 Point in Sorcery
  • I choose Sorcery over Fury because I don't value attack speed on Lee Sin at all. I'd rather have a reduction on all my skills than the ability to attack a little bit faster, which I already get from my passive.

4 points in Deadliness
  • Self-explanatory. Not a huge dmg boost but a dmg boost none the less.

1 point in Weapon Expertise
  • Really nice mastery. This will be your only armor pen until you get LW really late in the game. Helps keep your dmg high during the mid game and makes you even stronger early game.
[http://i.imgur.com/ToRHz.jpg]
With the Armor Pen runes nerf I've decided to go with Flat AD on both marks and quints. I used to do a mix or Armor Pen and Flat AD and I'm sure those runes still work but Flat AD is simple and effective. Also, now that Wolves and Wraiths are quite strong and have low armor values you need Flat AD in order to clear the efficiently.

Armor yellows are an obvious choice, even with the much needed nerf.

I chose scaling MR runes over flat MR because when you're in the jungle you spend most of your early levels not worrying about magic dmg.
Summoner Spells
[summoners/flash.png][summoners/smite.png]

Explanation:

The reason I choose Flash over Exhaust is because while Exhaust is really strong early game for ganks, its use lategame is not as strong as Flash. Flash allows you to make big plays and allows you to be really ballsy. That said, Exhaust is definitely a strong option. Think of it like 6 pooling in SC2. You might pull off that early aggression and win but if you don't capitalize, your lategame economy will suck ass. And you don't want to be a cheeser, right? All jokes aside, it's just preference.



Do you want to do something like that? Get flash my friend ;)

Smite is obvious. Do not jungle without smite, ever.
Skills
[skills/leesin/p.png] Passive: Flurry

After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.

Explanation:

Using your passive properly is very important in the jungle. You want to autoattack twice before each spell cast on your first two. Once you have 3 skills you still want to space out but you can autoattack once between one of your spells and still get enough energy to keep casting more. It's a bit hard to explain so just play around with it. In teamfights it is very important to do this whenever you get the chance because you don't have the luxury of being able to autoattack everything since you'll be running around peeling and repositioning.



[skills/leesin/q.png] 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 8% of their missing health.

Cost 50/30 energy

Cooldown 11/10/9/8/7 seconds


Explanation:

You max this skill after E for some extra damage and because the cooldown goes down which gives you more potential to make the big plays. It helps you stick onto people even after they flash. A great tip is when you're ganking you want to [skills/leesin/q.png] them before you think they will Flash and wait to use the second part of [skills/leesin/q.png] and most of the time they will flash even with [skills/leesin/q.png] still on them. After they flash you close the gap and they're dead. Another thing to note is that [skills/leesin/q.png](the second part of this spell) does extra damage based on how much HP the target is missing. This means that if you get the chance, you want to use it last. When you're doing objectives get in the habit of Q smite Q to maximize your burst damage on buffs.




[skills/leesin/w.png] 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

Range 700


Explanation:

[skills/leesin/w.png] is awesome because it is so versatile. Defensively, it allows you to save people from dying with the extra hp from the shield and by allowing you to come to their side and fight. You can also use this to escape from ganks by W'ing to an ally, a creep, or even a ward. Offensively you can use this to close the gap on people allowing you to slow them with [skills/leesin/e.png] which guarantees a free [skills/leesin/q.png] land. You can safeguard to a creep when ganking a lane when they're last hitting which brings you into melee range to combo with your spells and slow with your autoattacks (when you have red buff or phage).

The second cast of safeguard, Iron Will, gives you bonus armor, lifesteal, and spellvamp. This makes you great at 1v1'ing, sustaining, and even allows gaining HP from smiting. I max this second because while it doesn't go down in cooldown per leve, it increases the shield and the stats gained.




[skills/leesin/e.png] 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

Range 450


Explanation:

[skills/leesin/e.png] is great early game AoE damage and great at shutting down the aspd/movement speed of people in teamfights. Most importantly it helps you slow down targets when you're ganking. I level this at level 1 for clearing wolves or wraiths depending on where I start. It's also useful for getting some farm because Lee Sin's farm is awful. Maxing this first let's you clear camps and push waves a lot faster.



[skills/leesin/r.png] 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


Explanation:


One of my favorite skills in the game. [skills/leesin/r.png], while being a fairly strong nuke, is great because of the displacement it allows. You can combo this with [skills/leesin/q.png] and [skills/leesin/e.png] to get behind your target and kick them into your team. You can also use a ward and safeguard to get behind your target and kick them. I could go on and on about different ways you can use this skill but what's important to know is that this is a very strong displacement skill. An important thing to remember is that this skill knocks up and damages enemies that are hit by the target that you kicked. This is rare but you can sometimes be able to hit 3 or 4 enemies with this ability.



Skill Order
I went over this in the skills section but R>E>Q>W

Levels 1-3

The first 3 levels of Jungling can be a bit different everygame when it comes to leveling. In general you want to have all 3 of your skills chosen at level 3 because you need all 3 to have your passive procc'd at all times. I always wait to level a skill until I have to. This means that if a fight breaks out I can quickly level what I need to survive or get a kill. I've had games where I was ganked in my jungle but leveled [skills/leesin/w.png] and safeguarded to an ally to escape.

If you're invading and your team gets a CC on 1 hero then you should level [skills/leesin/q.png]. Tag them with sonic wave and if you don't think the burst from resonating strike will be enough then wait. They will probably flash to get away from your team and you activate resonating strike to follow their flash and kill them. Be careful about them flashing into their team though.

If it is a level 1 teamfight and it's a full on 5v5 then level [skills/leesin/e.png]. If you can land it on 2 or more targets then you will probably win the fight because of the huge attack speed and movement speed slow.

If you need to shield to save someone from something or to escape then quickly level [skills/leesin/w.png] and feel like a pro with your sick reaction time save.

If you're doing regular Wolves -> Blue or Wraiths -> Red start then level [skills/leesin/e.png] to quickly clear. At level 2 you decide if you are going to be looking for ganks or invades. If you are then level [skills/leesin/q.png], if you're going to be farming the jungle and feel like the extra lifesteal, armor and the shield will benefit you then you can level [skills/leesin/w.png]. Just know that this will lower your DPS by a lot so wait until level 3 to do anything crazy.

After the first 3 levels you keep 1 point in [skills/leesin/e.png]. Level [skills/leesin/r.png] whenever you can (lvl 6, 11, and 16). Max out [skills/leesin/q.png] first. Max out [skills/leesin/w.png] second by lvl 13.
Item Builds
Early Game


[items/hunters-machete.png] + [items/health-potion5.png]
Machete is a must start in the new jungle. Just do it. You're not losing out on too much by not starting boots with the nerfs anyhow.

[items/madreds-razors.png]
Again, boots aren't as big of a deal anymore so finish madreds before you get your boots. It'll vastly increase your ability to clear the jungle safely and timely.

[items/boots-of-speed.png]
Now you can get your boots.

[items/warmogs-armor.png]
Warmogs super op. I agree, it took me a while to realize (thnx Koreans) just how good this item is. I execpt it to be nerfed soon but for now just rush warmogs and win game. Once you get your warmogs you should get a sighstone and Aegis.

[items/aegis-of-the-legion.png].
I cannot stress how great of an item Aegis is on a melee bruiser. It gives you all the defensive stats you need for a cheap price and only costs you one item slot. Also, it's very important to note that Aegis stack with the bearers. If your support gets one then GREAT. Get a second one because it'll make you and the holder of the other one very tanky.

Don't upgrade to Bulwark too fast. It's an extremely efficient upgrade but mostly due to the MR, which is a stat you don't need to focus on just yet.

[items/mercurys-treads.png]/[items/ninja-tabi.png]
At this point I upgrade my boots. I get Tabi if I see a huge lack of CC on the enemy team and a lot of physical damage. Usually this does not happen and I go Mercs.

[items/sightstone.png]
Sightstone is sick because it lets you almost infinitely ward hop and let's you ward important chokes/buffs. The downside is it's almost exclusively 700 gold for wards. That's a lot of gold. DO NOT GET THIS NOW IF YOU'RE BEHIND. GET IT WHEN YOU CATCH UP. It pays itself off but you need to be strong enough and in enough of a lead that you can afford to spend 700 gold on this.


Transition to late game



[items/runic-bulwark.png]
At this point it's a good idea to upgrade that Aegis. Bulwark is great for when you're pushing because the extra MR makes it hard for the enemy team to waveclear. And well, the other stats are great too :)

If you need MR, buy this first
[items/hexdrinker.png]
Hexdrinker is a great hybrid MR/AD item. On top of the MR you get from stats you also get a magic shield which is great vs burst.

[items/randuins-omen.png]
Get Randuin's if the enemy have a fed AD. Randuin's makes you almost impossible to kite and gives you a lot of armor. The active is very nice, too. Prioritize Warden's Mail when you are building this item.


Late Game



[items/guardian-angel.png]
Great choice if you feel like you pose a threat to the enemy team and they want to focus you down for some reason.

[items/last-whisper.png]
Nice if you feel like you need to increase your damage. I very rarely get this item because I rely on my team to do damage but sometimes you have to be a super carry :)


My average build order

Start:[items/hunters-machete.png][items/health-potion5.png]
First back:[items/madreds-razors.png]
Midgame core:[items/warmogs-armor.png][items/mercurys-treads.png][items/aegis-of-the-legion.png][items/sightstone.png]
Transition to lategame:[items/runic-bulwark.png]
Lategame:[items/last-whisper.png][items/ruby-sightstone.png][items/hexdrinker.png][items/randuins-omen.png]


Situational Items


[items/the-bloodthirster.png]
Really strong item on solo lane Lee Sin but for jungle you simply don't have enough income to afford it.

[items/spirit-visage.png]
I like Hexdrinker more but the new Spirit Visage is definitely not bad. If you need a shit ton of MR this is not a bad buy.

[items/the-brutalizer.png]
Really nice item that crazy increases your dmg and gives CDR. It also allows for the option to upgrade it to a Black Cleaver in the future. The problem with getting this item is that you need defensive stats on Jungle Lee Sin because you will simply not get farmed enough to be able to assassinate enemies. It's a must-buy on Solo Lane Lee but I don't recommend it on jungle.

[items/boots-of-mobility.png]
I honestly have bought Boots5 in only a couple of my games. I think it has a place in Lee Sin's arsenal. He's an earlier roamer/ganker so this item is an obvious choice. These boots are extra baller if you go an early oracles.

Items that I don't buy but deserve a mention:


[items/trinity-force.png]
The problem I have with Triforce is that it takes too long to buildup. While you're building it you'll be sitting on awkward stats such as Crit, Attack Speed, Ability Power, and Mana. I definitely can't recommend this item over Frozen Mallet but if you're a Zelda fan I probably can't stop you :/

[items/youmuus-ghostblade.png]
Decent item. The movement speed bonus is pretty baller and the increased ASPD helps you proc your passive more which means more energy, yay! The problem with youmuus is that it gives you only offensive stats. You'll be very squishy if you get it so I only recommend getting this in some assasin role.

[items/bilgewater-cutlass.png]
I actually sometimes get this when I play top lane Lee. It's a nice nuke to combo in with all your burst. Like I said before, you need defensive stats on Jungle Lee Sin because you will not get enough gold in the jungle to be a carry.

Never buy these


[items/wits-end.png]
You're probably surprised that I put Wits End in here. Wits End is regarded as one of
the strongest MR tank items in the game. The reason you shouldn't but it on Lee Sin is because attack speed is a wasted stat on him due to his passive. You're better off spending gold on an AD/MR item (hexdrinker!)


[items/ionian-boots-of-lucidity.png]/[items/boots-of-swiftness.png]/[items/berserkers-greaves.png]
Optimizing for CDR is dumb on energy heroes because your cooldonws are limited by energy, not by the actual cooldown of the spell. Boots of Swiftness is just an obvious no. You're going for a very minor speed increase and missing out on tenacity/mr or armor/reduced damage. And zerkers are an obvious no because like I said earlier, attack speed is a wasted stat on Lee Sin due to his passive.


[items/frozen-heart.png]
A lot of the gold that goes into this item is to pay for the CDR and Mana stats. You don't need either. You're much better off getting Omen's for armor.

Jungle Paths
When you're jungling as the Blind Monk you have many ways to start the game. Paths are differnet depending on where you start. Remember, blue side is bottom left while purple side is top right. The side on which you spawn is huge for junglers because it'll change your paths around.

A lot of counter-jungling relies on knowing where the enemy jungler started. Usually, you can tell by where the enemy mid laner came from. If they came from the path leading from blue buff then they leashed blue. If they came from their wraiths then they leashed lizard.

I'll write a little guide for each start on each side. Some things might be the same for either side obviously.

*I call Lizard buff "red buff" and the Ancient Golem buff "blue buff"*

YOU ARE BLUE SIDE


Friendly Red Buff Start

Pros:
  • With a strong leash allows you to get both your buffs and gank top lane at level 3 before most junglers get both their buffs.
  • If you counter jungle after taking lizard, it allows you to bully the enemy jungler at their red buff if they started blue.
  • Makes your 2nd Red Buff spawn at 7 minutes which is much sooner than if you started blue. This means you can get a nice gank off with red when your solos are just hitting level 6.
  • Allows you to give your midlane an early 3-4 minute blue. I don't usually do this though because the early exp is invaluable.

Cons:
  • If you don't get a strong leash then you are forced to wait around until smite is back up in order to do Blue safely. That said, I make up for this by counter jungling the enemy at their Lizard.
  • Your blue buff will come up at a later time than 7 minutes which might hurt your mid lane.
  • Allows for the enemy team to steal your blue buff.

Level [skills/leesin/e.png] and start off at Wraiths. It's nice if your mid can do a little dmg to them but it's not necessary, just make sure you get the blue wraith because it gives massive exp. After wraiths head over to Lizard. If you feel like you'll have a good enough leash to save smite (usually if bot comes isntead of doing golems or if mid does a lot of dps) then use [skills/leesin/e.png] as soon as mid hits it. You should be able to get a second [skills/leesin/e.png] off before it dies. If you know you will not get a good leash and will have to smite then use [skills/leesin/e.png] a little bit before it releashes to you so that you take less damage due to the aspd slow part of cripple.

If you got a good leash and saved smite you can learn [skills/leesin/q.png] and head to your blue (skip wolves). Smite blue and gank mid or top with level 3. Or you could go straight from your lizard to their lizard and try to harass them and maybe smite big wraith. I advise going to your blue and securing both buffs if you got the privelege of a smiteless leash though.

If you didnt' get a good leash and had to use smite then you can head to wolves, bluepill, head to your blue and smite it. As you can tell this is much slower and ill-advised. I recommend invading the enemy lizard and seeing if you can do something there while your smite is on cooldown. Even if you don't kill the enemy jungler, just pushing him out of the jungle and going back to blue once your smite cooldown is back up should be sufficient.

Here is a commentary of a replay in which I start blue side red buff and invade their red. I want to get a commentary of each start added but I don't have that at the moment so enjoy this one. Was my firs time commentating my own replay ~_~





Friendly Blue Buff Start


Pros:
  • Your blue buff will respawn at 7 minutes which allows your midlane to get an early blue.
  • With a smiteless leash, allows for a very quick and easy path to the enemy lizard for an easy steal and possibly kill.
  • Since you start blue you will get your lizard later. This means that you get the full benefit of your red buff because you'll get it at around 3, which is when you want to start ganking. If you start red then you waste a lot of it farming up to level 3. (I hope I didn't word that confusingly)
  • Allows for a super quick level 2 gank top before the toplaners even hit level 2. You probably won't get a kill though since no red buff. Can blow a flash though.

Cons:
  • Since only mid and top lane will leash for you, the chances of getting smiteless leash are very small.
  • Counter-jungling with blue buff is weak because you lack the slow and dmg of red.
  • Allows for the enemy team to steal your red buff.

Level [skills/leesin/e.png] and start wolves. Again, extra damage on wolves is nice here but not necessary: just make sure you get the big wolf. Let your mid hit blue and use [skills/leesin/e.png] just a little bit before it releashes to you so that its aspd is slowed when it starts hitting you. The chances of getting a smiteless leash on Blue Buff on blue side are very small. If you do manage to get a smiteless leash and the enemy jungler started blue then level q and head to the enemy lizard. You should be able to do it with smite just a little before the enemy jungler checks it. You can then leave and secure your red or stay and try to get a kill on the enemy jungler as he goes to check where his red has gone.

If you don't get a smiteless leash then you can go to wraiths -> wolves -> take your red with smite up.

YOU ARE PURPLE SIDE


Friendly Red Buff Start

Pros:
  • You can do a very critical level 2 gank on top lane before top lane even hits level 2. Almost every agressive purple side jungler does this though so most top laners play very passive early expecting this.
  • With a strong leash allows you to get both your buffs and gank bot lane at level 3. You can also invade their lizard and if you're lucky kill them while they're doing red.
  • If the enemy jungler started red you can meet them at their blue buff and either steal it or get a kill, depending on if you got a smiteless leash or not.
  • Makes your 2nd Red Buff spawn at 7 minutes which is much sooner than if you started blue. This means you can get a nice gank off with red when your solos are just hitting level 6.
  • Allows you to give your midlane an early 3-4 minute blue. I don't usually do this though because the early exp is invaluable.

Cons:
  • Since botlane will not be there to help you, you will probably not get a smiteless leash from your mid and top lane.
  • If you don't get a strong leash then you are forced to wait around until smite is back up in order to do Blue safely. That said, I make up for this by counter jungling the enemy at their Red or Blue.
  • Your blue buff will come up at a later time than 7 minutes which might hurt your mid lane.
  • Allows for the enemy team to steal your blue buff.


Level [skills/leesin/e.png] and start off at Wraiths. It's nice if your mid can do a little dmg to them but it's not necessary, just make sure you get the blue wraith because it gives massive exp. After wraiths head over to Lizard. If you feel like you'll have a good enough leash to save smite (this is very rare on purple side) then use [skills/leesin/e.png] as soon as mid hits it. You should be able to get a second [skills/leesin/e.png] off before it dies. If you know you will not get a good leash and will have to smite then use [skills/leesin/e.png] a little bit before it releashes to you so that you take less damage due to the aspd slow part of cripple.

If you got a good leash and saved smite you can learn [skills/leesin/q.png] and head to your blue (skip wolves). Smite blue and gank mid or bot with level 3. You could also head to their blue and steal it if they started red. This is risky though because if they also got a smiteless leash on red then they will meet you at blue if you aren't fast enough.



Friendly Blue Buff Start


Pros:
  • Your blue buff will respawn at 7 minutes which allows your midlane to get an early blue.
  • With a smiteless leash, allows for a very quick and easy path to the enemy lizard for an easy steal and possibly kill.
  • Since you start blue you will get your lizard later. This means that you get the full benefit of your red buff because you'll get it at around 3, which is when you want to start ganking. If you start red then you waste a lot of it farming up to level 3. (I hope I didn't word that confusingly)
  • Allows for a super quick level 2 gank bot before most supports ward. You probably won't get a kill though since no red buff. Can blow a flash or two though.
  • On purple side you will get a smiteless leash 90% of the time because botlane has more than enough time to damage blue for you and get to lane. Make sure to ask for it though, people are assholes.

Cons:
  • Counter-jungling with blue buff is weak because you lack the slow and dmg of red.
  • Allows for the enemy team to steal your red buff.
  • You are very far from toplane at the start which means you can not counter gank. Top lane is probably the most often ganked lane so you might miss some kills/saves.

Level [skills/leesin/e.png] and start wolves. Again, extra damage on wolves is nice here but not necessary: just make sure you get the big wolf. Let your mid hit blue and use [skills/leesin/e.png] as soon as he aggros it so that you can use it again before you kill the buff. Since you will probably get a smiteless leash then going to the enemy lizard is a good idea. Level Q and take it almost instantly with smite. Be careful of it being warded! If you see mid and bot suddnely leave then your best bet is to run.

If you don't get a smiteless leash then you can go to wraiths -> wolves -> take your red with smite up.

Early Game
Pick a jungle path and start looking around the map for ganks. If you ever watch my stream you'll see that I constantly look at all 3 lanes to see if any action is going down. This lets me see if the lanes blew any summoners. If a lane blows [summoners/flash.png] then I know for certain that I can gank that lane with ease. It's also good to look for summoners such as [summoners/exhaust.png], [summoners/ignite.png] and [summoners/cleanse.png]. You won't always see all the action so make sure to ask your lanes if any summoners are blown when you try to gank.

Another important part of ganking is knowing where [items/sight-ward.png] are. Generally, in the first 4 minutes of the game the only lane that will have wards will be bot lane. Since supports usually start off with 2 or 3 wards they will ward early. Top lane and mid lane is usually wardless (check their inventory, if they started with 1 potion then they probably warded before they got to lane.) Later on, when solos start to shop and buy wards then keep an eye out for when they leave to ward. Just like knowing if any summoners are blown, knowing where wards are saves you from wasting time sitting in a lane brush that they have vision of.

You can bypass wards by either using [skills/leesin/w.png] on a ward that is over a wall or you can [skills/leesin/q.png] onto a jungle creep. If you're purple side and you want to gank and overextended bot that have river, tri-brush and the lane warded then you can enter their Jungle and [skills/leesin/q.png] a Golem to get across. Or if you know that tri-brush is warded but not river and you're in their jungle then you can [skills/leesin/q.png] dragon and gank bot before they even expect you to be there. When playing [champ/leesin.png] make sure to be creative!

If you get in position to gank you usually want to [skills/leesin/w.png] onto a minion that the enemy was close to and then double tap [skills/leesin/e.png] and try to get autoattacks off. Tag them with [skills/leesin/q.png] when you are sure to land it and if their flash is up then wait a little before you activate the second part of [skills/leesin/q.png]. If it's down you can activate it fast and just keep slowing with red buff autoattacks. There's so many variables when it comes to ganking that I can't tell you the perfect way to pull off a gank but I'm sure after some games you'll figure it out.

Watch here as I tag [champ/jax.png] with [skills/leesin/q.png] and wait for his [summoners/flash.png].
Mid Game
For this guide I'll consider "Mid Game" as the time when people stop laning and begin to group up and fight for objectives. This means you will probably not be ganking anymore. Don't worry, you are still very strong at this point. You should have your core of [items/mercurys-treads.png][items/madreds-razors.png][items/giants-belt.png](or close to Warmogs) you should be quite tanky but still pose a threat in terms of damage output.

When you are grouped with your team and pushing an enemy at their tower then don't be afraid to hit the tower a bit. In this situation it's usually only the ranged champions that hit the tower because melee's will get intiated on but you have the benefit of being able to [skills/leesin/w.png] to an ally if you feel like you will be punished for DPS'ing the turret. Here you can also look for dives. Shoot out some [skills/leesin/q.png]'s and see if they hit a squishy target. If they do then you can try to Q,Q, place ward behind them, safeguard, and kick them into your team. Or use [summoners/flash.png] instead of a [items/sight-ward.png].

At this point in teamfights you don't necessarily have to peel. Your damage is still very strong midgame so don't be afraid to jump into a carry's face in a teamfight and go ham. Just make sure to [skills/leesin/w.png] to an ally that needs help and possibly [skills/leesin/e.png] to get people off them.
Late Game
This is where your job gets a bit boring. Most of your damage has fallen off by now so you want to focus on your many utility spells. The great thing about Lee Sin is that even though his damage falls off, he has great utility and peeling throughout the game.

It is a good idea to roam around with your team and try to look off for people to pick off. Don't be afraid to play ballsy with [items/sightstone.png]. You can check my Tips & Tricks to see some combos you can do to quickly displace an enemy on top of your team. Lee Sin also does good DPS to Baron so that is always an option.

In teamfights you want to [skills/leesin/w.png] your carries whenever they get focused and peel people off using [skills/leesin/e.png] and possibly [skills/leesin/r.png]. The great thing about [skills/leesin/r.png] is that it allows you to kick away people trying to intiate on your team. If say, a [champ/karthus.png] starts walking up to your team to try to suicide DPS, you can [skills/leesin/r.png] him away and stop his crazy AoE. You can also use [skills/leesin/r.png] to kick away bruiser's jumping on your carry. Maybe you can even kick an enemy into your team in the middle of a fight?
Tips and Tricks
These are some tricks I've picked up over my many games of Lee Sin. Some might be obvious some might not.



Simple Wraith Steal (doesn't work anymore, but the concept is still there)


They changed the spawn of the big Wraith spawn so you can't do this anymore but this idea of using Resonating Strike to be able to smite something from over a wall is very important.




Offensive Safeguard Dragon Kick


I'm assuming every Lee Sin player has done this before but I'm putting it in here because it is so crucial. If you're struggling pulling this off then you could try changing your item hotkeys. I have my 5th item slot hotkey'd to C which is where I put my wards. This allows me to press C and W to quickly ward hop. I also obviously have smartcast turned on for everything. Play around with what works for you. C works for me because I have my fingers on WASD.



Sonic Wave Flash Dragon Kick


This is pretty much the same thing as tip #2. The difference here is that you use a flash cooldown instead of a ward. This is also much easier to pull off and is faster. With the ward hop trick you can't go as far and as fast which makes it less reliable.




Using Neutral Camps To Escape


Again, a very simple play that every Lee Sin should know. You can do this with not just jungle creep but also minions.




Using Iron Will with Smite to Heal


A small trick that will save your life. Iron Will combo'd with Smite will heal you for percent damage based on your safeguard level. You can do this to gain health while jungling and to survive DoT's like I showed in the video. Remember, this is a trait of IRON WILL not SAFEGUARD. You have to activate the second part of W for this to work.



Sonic Wave on Enemy Champion to Escape

This has saved me many times. If you're getting ganked and you're running away from the enemy you can Q into him and run back to base. This is useful when you don't have the luxury of having a minion or jungle creep to Sonic Wave onto. This video shows one of the many ways of pulling this off.



Dragon's Rage Through Wall

This is one of those things that separates good Lee Sin's from the great. You need to be able to know which walls and from how far you can kick in order to send the enemy away. I'm sure everyone has seen that Lee Sin that tries to help by kicking an enemy and accidentaly saves him by kicking him through a wall. It is also important to know which walls DON'T allow champions to pass. This allows you to kick them into a wall and have them stuck for the duration of the flight, sort of like Alistar players do with headbutt.



Using Dragon's Rage with Sonic Wave to Gapclose/

Really important to get this down. You can clear insane distance if you can pull this off while also wardhoping and flashing. Just position yourself in a way that you kick your enemy the direction you want to escape. Once you're in that position tag them with Q, ult, and Q to follow!

Recordings
I have VoDs of my streams on Twitch.tv. I'll also try to showcase some good Lee Sin videos on there for you guys to watch :)
http://www.twitch.tv/shakedrizzle





[http://i.minus.com/icbiBctipnfG3.gif]
Final Comments
Well that's about it. I hope to have helped you on your journey of learning the singah. He is an amazingly fun hero and I wish you luck. I'll be updating this guide the best I can with important patch changes, Tricks & Tips, and adding cool VoDs from my Own3d.tv stream.

Be sure to find me on my Twitter, Youtube, and Twitch.tv channel.

http://www.twitch.tv/shakedrizzle

https://www.facebook.com/Shakedrizzle

Twitter: @ShakeDrizzle

http://www.youtube.com/user/ShakeDrizzle


You must be logged in to add a comment!
Username: Password:
Register
Comments: 128
  • DudebroTheMan
    4 days ago
    "Easy"
  • Blowfish
    4 days ago
    Hmm hoping you rework this guide soon, cause it's awesome but outdated due to changes.
  • ufagala
    8 days ago
    do u build sunfire on lee?btw. awsome guide:)
  • popo1203
    9 days ago
    #stratosopro Lee has 1 of the highest early game dmg .
  • StratosOPro
    9 days ago
    i tried this build today about 3 times in the same game...i dint hade more than 6 deaths in 50 mins game and more than 15 assist and 10 kills...but i realised smth..u cant carry games with this build and early game u have no dmg...so u must have vi at top for ex and diana at mid and help them to become feed and then a easy win...well i have always noob team with no communication and i lost those 3 games
  • StratosOPro
    10 days ago
    i didnt like his build...i think blade of ruined king-bloodtherster-frozenmallet-warmogs and atmas is very strong build (for jungler 2 i dint said madrets razors for jungle cuz it is obvious...)i habe upload a build but i dont knwo where it has gone :D
  • x3GodlyBoii
    11 days ago
    is sunfire good on leesin?
  • Polinesian
    26 days ago
    1 point in Summoner's Resolve
    Getting 10 extra gold every smite use is not the biggest deal in the world but it adds up. If I had to guess I'd say I smite 30-40 times a game. That's 300 free gold. I think it's worth the mastery point.
    Man how can you smite 30-40 times if a game has 30~40 minutes
  • aexzlol
    26 days ago
    Why no Movement Quints ? pretty strong imo ..
  • saraphynn
    2 months ago
    So I have found that when I play lee, I either win really hard or lose really hard when i get behind. How do you play lee from behind, say if you die in one of your early ganks?
Page: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 >
Loading...
Failed to load info. Servers might be busy
avatar
Author:
shakedrizzle FULL PROFILE
Share on Facebook
FEATURED GUIDE
Views: 3019978
Last update: 9 days ago
Popular guides>
Same champion>