Lee Sin

Starter Guide: Sighted Bruiser Lee Sin (Jungle) Jungle

For Lee Sin · By lolclassicwiki Starter

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Item Build

Total stats from Core Build
50 Attack Damage20% Cooldown Reduction1080 Health14 Health Regen per 5 seconds10 Lethality25 Magic Resist7 Mana Regen per 5 seconds45 Movement Speed

Skill Level Order

18 Levels Planned
Ability 123456789101112131415161718
Sonic Wave / Resonating Strike Q
Sonic Wave / Resonating Strike
14579
Safeguard / Iron Will W
Safeguard / Iron Will
28101213
Tempest / Cripple E
Tempest / Cripple
314151718
Dragon's Rage R
Dragon's Rage
61116

Spells & Runes

30 / 30 Runes · 2 Spells

Summoner Spells

Smite Flash

Rune Page

Marks

9 / 9 Sockets
  • Mark of Attack Speed +1.7% Attack Speed (+15.3% total)

Seals

9 / 9 Sockets
  • Seal of Armor +1 Armor (+9 total)

Glyphs

9 / 9 Sockets
  • Glyph of Magic Resist +1.4 Magic Resist (+12.6 total)

Quintessences

3 / 3 Sockets
  • Quintessence of Movement Speed +1.5% Movement Speed (+4.5% total)

Total Rune Statistics

30 / 30
Attack Speed +15.3%
Armor +9
Magic Resist +12.6
Movement Speed +4.5%

Masteries

9 / 21 / 0

Offense

9
4/4

Deadliness

4 of 4 ranks taken
1: +0.166 Attack Damage per level
(2.99 Attack Damage at champion level 18)
2: +0.333 Attack Damage per level
(5.99 Attack Damage at champion level 18)
3: +0.498 Attack Damage per level
(8.96 Attack Damage at champion level 18)
4: +0.664 Attack Damage per level
(11.95 Attack Damage at champion level 18)
0/4

Blast

Not taken · 4 max ranks

See it on the mastery tree →

0/1

Destruction

Not taken · 1 max ranks

See it on the mastery tree →

Defense

21
0/1

Summoner's Resolve

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Perseverance

3 of 3 ranks taken
1: Grants up to +2 Health Regen per 5 seconds based on missing Health
2: Grants up to +4 Health Regen per 5 seconds based on missing Health
3: Grants up to +6 Health Regen per 5 seconds based on missing Health
4/4

Durability

4 of 4 ranks taken
1: +1.5 Health per level
(+# Health at champion level 18)
2: +3 Health per level
(+# Health at champion level 18)
3: +4.5 Health per level
(+# Health at champion level 18)
4: +6 Health per level
(+# Health at champion level 18)
2/2

Tough Skin

2 of 2 ranks taken
1: Reduces damage taken from monsters by 1
2: Reduces damage taken from monsters by 2
3/3

Hardiness

3 of 3 ranks taken
1: +2 Armor
2: +4 Armor
3: +6 Armor
2/3

Resistance

2 of 3 ranks taken
1: +2 Magic Resist
2: +4 Magic Resist
3: +6 Magic Resist
0/1

Bladed Armor

Not taken · 1 max ranks

See it on the mastery tree →

0/1

Block

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Tenacious

3 of 3 ranks taken
1: Reduces the duration of crowd control effects by 5% (stacks multiplicatively with Tenacity)
2: Reduces the duration of crowd control effects by 10% (stacks multiplicatively with Tenacity)
3: Reduces the duration of crowd control effects by 15% (stacks multiplicatively with Tenacity)
2/3

Juggernaut

2 of 3 ranks taken
1: Increases your maximum Health by 1.5%
2: Increases your maximum Health by 2.75%
3: Increases your maximum Health by 4%
1/1

Honor Guard

1 of 1 ranks taken
1: Reduces damage taken from all sources by 3%

Guide & Strategy Breakdown

Playmaker Lee Sin. The ward-hop is the whole champion, so carry wards and treat Safeguard as your real ultimate.

Playmaker Lee Sin. The ward-hop is the whole champion, so carry wards and treat Safeguard as your real ultimate.

How it plays

A highly mobile early-game playmaker - and the Sightstone in the core is not a typo, it is the build. Safeguard to a ward is Lee Sin's real ultimate; carrying four of them means the ward-hop is always available.

What to buy

  • Spirit of the Ancient Golem for a healthy clear and the tenacity that keeps a diving Lee Sin out of the crowd-control chain.
  • Mercury's Treads for the same reason twice.
  • Ruby Sightstone turns every gank, escape and insec into a geometry problem you already own the answer to.
  • The Black Cleaver is the bruiser half: attack damage for Sonic Wave and Dragon's Rage, cooldown reduction for more of both, health to spend on the dives.

Situational Options

  • Randuin's Omen into autoattack carries.
  • Spirit Visage to amplify Iron Will's lifesteal and Safeguard's shield.
  • Runic Bulwark when the team needs the aura and nobody else will.
  • Guardian Angel when you are the only engage and they know it.

Summoners and skill order

  • Flash and Smite (or Ignite / Exhaust).
  • Max core damage ability first, secondary utility second.

New to the champion?

Combos worth drilling

  • Sonic Wave Execute: Land Q (Sonic Wave) -> Q (Resonating Strike) kick -> auto -> Tempest (E) slow.
  • Insec Kick: Q to target -> Safeguard (W) to Sight Ward placed behind target -> R (Dragon's Rage) kick target into your team.

Mistakes to avoid

  • Don't reactivate Q Resonating Strike blindly: If enemy is under tower or surrounded by 5 champions, flying in with 2nd Q will get you killed.
  • Don't waste Energy: Flurry passive grants attack speed and restores Energy on basic attacks. Auto-attack twice between spell casts.

Playing it out

Strongest levels 2 through 9 in the whole jungle: spend them forcing ganks and invades before scaling junglers exist. The signature play is the reason to pick him - ward over the wall, Safeguard to it, Dragon's Rage the carry back into your team. Energy punishes greed: two full rotations is the budget for any fight, so make the second one the kick. Late game you are a ward-hopping initiation bot with a Cleaver; play the map, not the duel.

  • Additional Options: Hunter's Machete

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