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All Guides Lee Sin Guides Lee Sin, God of the Jungle
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172
Updated
2 years ago
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122K
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48

Lee Sin Statistics for YoDa8

Author's performance with Lee Sin compared to the ranked average.

Value
Average
Games Played
15
7
Win %
67
39
Kills
7.7
6.0
Assists
10.9
9.1
Deaths
5.1
7.0
KA:D Ratio
3.7
2.2
Gold Earned
12.4K
11.2K
Creep Score
39.7
59.0
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

There are no situations where I wouldn't take smite/flash on Lee Sin while jungling.  Smite is obvious - even though you don't need this to clear jungle since you have one of the most sustainable clears in the game, you'll need it to steal buffs, secure your own buffs, dragon, and baron.  Also the smite works with your spellvamp from Iron Will.

I've seen the flash up for debate before.  People think you have safeguard and resonating strike, so you don't need flash and they take exhaust instead.  Let me tell you, they are wrong.  You already have red buff and cripple.  The chance that you will need to slow someone for 6 seconds instead of 3 seconds is extremely low.  Flash can be used when you're low on energy, when you want to kick someone a certain direction, to extend the range of any of your spells, or when you just need to get out.  Definitely a key summoner spell for a champion like Lee that depends on his short cooldowns and kiting with spells.

Runes Back to Top

  • 9x
    +1.28 armor penetration Greater Mark of Armor Penetration
  • 9x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage
Pretty standard Jungle runes.  You have armor pen instead of AD because you have high damage spells, basically once your spells start doing 100+ damage armor pen is better.  You also don't need extra Attack Damage for last hitting because you're jungling...  Don't need attack speed either because of your passive.

The Glyph of Magic Resists can be changed into a mix of scale per level or flat, based on preference.  Flat is better if enemy jungler is magic damage based (amumu, maokai) and scaling is better if not.  I usually just leave a mix.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

You could consider 21/9/0 after the changes, but I wouldn't.  Nine points doesn't get you access to defense tree's best choices (armor and mr), and while the armor pen / executioner kills are tempting, you need your early tankiness.  If you think you're a lot better than your opponents and won't be attacked often you can consider 21/9/0, but I'm pretty sure this configuration is better. 

I don't consider the utility tree because most of these talentss are for champs who depend on spells that are powerful without damage (ex: maokai, alistar, cho'gath, most supports).  These champions usually give up their early farm to the mid or AD, so they need the extra gold/exp to catch up.  They also excel with movespeed and CDR as opposed to outright tankiness / spell damage (which is what we opted for).

We also opted for more early game choices in our defense tree (skipping tenacity, reinforced armor, and legendary armor for flat bonuses to armor/hp/mr).  This is because Lee Sin depends on outright fights in the early game, while he depends on his mobility late game.  You don't need the extra mr/armor later because you will be trying to avoid damage using your mobility.  For example, it's likely that you'll accept many 2v2 engages when you and your laner fight an enemy laner and the jungler.  Or, maybe you'll tower dive.  Either way, you need the extra stats early.  Late game, on the other hand, you're not going to be running at the enemy team face tanking them like a singed/amumu/alistar.  If you start the fight at all, it will be by using dragon's rage or tempest/cripple, and then using safeguard to get back to your team.

Abilities Back to Top

Passive
q
2
4
5
7
9
w
3
8
12
14
18
e
1
10
13
15
17
r
6
11
16

This is just what gives you the most damage from leveling your skills, but quite frequently you can change it up.  If you can't decide which to level between W or E, I usually get 2 points in both and decide from there.

Items Back to Top

Starting Items

Core Items

    Standard
    Consumables. DO NOT SKIMP.
    If fed
    Early action

Situational Items

    Standard
    YOLO, replaces aegis late
    Troll
    Assassin
    Last upgrades

Don't forget to buy pots and wards.  Think about it this way.  If you finish the camps and youve taken a 200 hp loss, 
you can't 2v2 or you will lose. Buy enough pots to keep your HP high throughout the early game and wards to grant vision and deny counter invades.

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Balance seems to dictate machete first.  Extra damage to creeps and building into wriggles is pretty much all you want from the start. 

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These items are great if there's lots of early action.  I've been buying them almost every game just to test it out, but I find that they set you back if it ends up being a farm-off.  Still extremely efficient if there's lots of early fights, like most games.

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Wriggles is 100% necessary on lee, since you burn a lot of wards with ward -> safeguard plays. This also lets you solo dragon early on, clear jungle without losing health, give you all relevant stats, etc etc.



3105_64.png or 3044_64.png
Aegis is the most efficient tanky item in the game.  If you really don't need to be tanky at all because your enemies are all 3 levels under you, you could skip it for phage (which leads into the BT build) but 95% of the time you will want aegis just because of the gold efficiency.

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Tenacity is extremely important for Lee Sin going into teamfights.  You don't really need this early since your sonic wave / resonating strike combo negate the need for bonus movespeed or tenacity (you hit sonic wave, they stun you, you jump to them right after), but when your teamfight plays become really complicated and involve standing in precarious positions depending on your escape spells, tenacity is your best friend.

3035_64.png
Sadly, still the most efficient item on any AD caster.  If you're really fed you can get brutalizer early game and snowball into bt/black cleaver, but if you're on a budget then this item is great.

3071_64.png
These items is only really good if you're fed.  You still need defensive items early if not, and this doesn't really bring the pain as much as LW does late game, and costs more.

3022_64.png
Going into the late game, ideally you will be surviving most fights, only really giving yourself up to death to save your AD carry if needed.  That's because your sustain / mobility /low cooldowns turn you into a skirmishing monster.  With this play style in mind, frozen mallet allows you to turn 2v2 situations into "We won but didn't kill anyone, just chased them off" into "We aced them and took inhibitor."

3026_64.png
Again, you want to be alive when end game fights peter out into small skirmishes, and this item is perfect for that.  It also happens to be the most purchased item over 2k gold (by a long margin) in tournament matches because having that extra life can often turn a team fight and the game if it turns into a baron/inhibitor (and at this stage in the game, any won fight is turning into that).  As an added bonus, you don't have mana costs and escape easily after spawning so it's especially good for you.

3072_64.png
Playing a snowbally Lee Sin with bloodthirster is one of the funnest experiences available in League of Legends.  This item gives you by far the most base damage and the most lifesteal of any item in the game.  As a high mobility bruiser with spells that scale with your AD, nothing could be more ideal.  Not only is your AD ratio among the best in the game (esp. considering low cooldowns), you take super advantage of the lifesteal by being able to escape fights easily and heal to full off any creep camp.  Definitely a great item for Lee Sin.  Unfortunately, this is really expensive especially for a jungler, and also makes it so one cc = death for you.  Consider this.  For BT + Merc boot upgrade, you could have wriggles + aegis, with a much less rocky path due to cheaper/better item components.  I would suggest trying it at least once for yourself, but don't do this in serious games.

3157_64.png
The activatable ability on this is actually really good for lee sin, since it lets you wait for spell cooldowns.  Also randomly counters morg/karthus/vlad ultimates. Unfortunately spending 1600 gold on 80 points for your shield is so inefficient that this is really a one-time-gimmick only item.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Amumu
    Easy
  • Cho'Gath
    Hard
  • Dr. Mundo
    Easy
  • Hecarim
    Medium
  • Maokai
    Medium
  • Nocturne
    Hard
  • Shaco
    Medium
  • Shen
    Medium

VS

Amumu

Easy

Amumu is extremely vulnerable early game. His lack of sustain, lack of disengaging spells, and low cooldowns make him a prime target. Try to engage him as he is taking down a buff, or lie in wait for a countergank if you know he's coming. Your short cooldowns and mobility mean you win every skirmish against him (1v1 - 3v3) even after he gets his ult. His spells are better than yours in 5v5 fights since he has a stun and an AoE ult, so don't do anything stupid even if you're ahead of him early.

VS

Cho'Gath

Hard

Cho'Gath is one of your toughest matchups. Early game, he's hard to bully since he can disengage with stun and has high sustain in jungle from his passive. You still win 2v2 fights, but barely since his base damage is so high. Going into the late game, his silence renders you completely useless, and his tankiness means you can't really 1v1 him either. You will have to depend on early 2v2 engages and outplaying his skillshots to come out ahead.

VS

Dr. Mundo

Easy

There are a couple things working for you here. First of all, Mundo has no sustain pre-6, which makes him an easy target in the jungle. Secondly, his fighting method involves running you down with cleaver-lock, which isn't too effective when you can just safeguard out of range. Third, he's really bad against you late-game since your Q does % health damage, and Mundos like to stack HP. He also depends on tenacity from his second spell to get close to your squishies lategame, which isn't too useful against your ult.

Mundos also like to gank early. Look to either countergank, or if he fails the gank then catch him afterward in the jungle as he will be low and an easy target (side effect of using health instead of mana).

VS

Hecarim

Medium

This matchup really depends on how the early game goes. You will end up 1v1 against him a lot of the time, and both of you have low cooldowns as well as sustain, and ways to catch your opponent, so it really comes down to who is more fed. Look to counter gank early, or catch him at a buff as early game is his weakness.

VS

Maokai

Medium

Despite what people may think, this is not the easiest matchup in the world. His Q makes it so he can disengage effectively against you if you catch him in the jungle, and his W can cause nightmares for you in teamfights. That said, his damage is low so you will still win almost all skirmishes against him. Look to fight early and prolong the laning phase against him, as he is more useful in teamfights. One cool thing you can do is when he uses twisted advance, flash backward then use safeguard to pull him far away from his intended landing point. Catching him at a buff early is also effective.

VS

Nocturne

Hard

This is probably your worst matchup. Lee sin depends on winning early jungle skirmishes, and Nocturne is the only champion that's actually better than him at it due to his spell block, cc, AND damage boost. On top of all that, blocking one spell with his spell shield also blocks the second half, since you can't cast it anymore. As if this weren't enough, his ult makes it so you can't even safeguard to allies unless they are very near. Look to outplay early, but don't take straight up 2v2 fights as you will lose. Make sure you have some kind of advantage, such as your allied laner being closer/higher HP, brush advantage, levels, creeps, etc.

Late game you can burn one of your spells to break his shield then kick him way out of position after he ults onto your AD carry. Make sure you're constantly in melee range of them or you won't be able to find them.

VS

Shaco

Medium

A lot of people think this matchup is easy, because your spells reveal him. Let me tell you, it's not. You'll never be able to catch him in his own jungle since he can just deceive away (unless he deceives in between your sonic wave and resonating strike, but he'd have to be bad to do that). His clear speed is very fast early on, and he can gank from almost any lane position which makes counterganking very hard. That said, if you do ever end up in a 2v2 situation it's very hard to lose on even ground, since his deceive will usually be on cooldown since he used it to engage, and his second spell is useless in all out brawls.

VS

Shen

Medium

Shen is much weaker than you early game, but just having a shen on the enemy team makes things very troublesome, as you depend a lot on catching isolated enemies early and even fights, but shen's ult makes it so these things never happen. His taunt is also pretty good against you going into late game. However, you still definitely hold the early game edge. Just like the other champs where this is true, look to catch him at a buff early or countergank.

Early Game Back to Top

  • Look to engage in early skirmishes.  Your low cd spells give you an edge in almost any 2v2 situation.  
  • Make your skill shot (q) easier to hit by landing tempest -> cripple and red buff first.  
  • Safeguarding to an allied champion or minion often closes the gap for tempest.
  • When ganking, try to save the jump from resounding strike for after the enemy flash.
  • Use E, then W, then Q to get the most efficiency out of your spells while jungling.  You can lead with Q to jump walls to get to your camps and save time.
  • Early skirmishes can be found two ways - countergank, and enemy jungle fight.  Both involve predicting the enemy jungle path, so make sure you know where they started.  If you get a smiteless leash, you can usually clear both your buffs then run to their buff before they finish it for an early catch.  Otherwise, plant wards in their jungle and try to be wherever they are.
  • Top is the easiest lane to gank, as it usually isn't warded early and you have a long lane to chase down.
  • To summarize, early game you want to either gank top, countergank enemy jungler, or try to catch them at buffs.

Mid Game Back to Top

  • You want to aim to take dragon around this point once you get your wriggles and get a good advantage.  You can solo it if it's pinked once you have wriggles.
  • Once you have your ult, you can effectively gank any lane.  Dives become possible when you can just kick them away from the tower.
  • An effective gank strategy for mid is to walk around from behind, then flash -> kick or ward jump -> kick the enemy toward your ally.  Mid lane is particular is best for this as they should have the burst to finish off by themselves.
  • Generally you'll want to stay away from top in the midgame, since they're usually tanky enough to survive.
  • To gank bot, coordinate tower dives with your mid.  Nothing snowballs a game harder than killing bot lane when there were 3 waves on the tower, then taking 2 towers and dragon.
  • If bot lane isn't in tower dive position, look to lane gank.  The river will almost always be warded, but you can usually safeguard to an ally then flash -> tempest/cripple to set up ganks.
  • Type out every timer on your buff and enemy buffs.  Your high mobility makes it so you run around the enemy jungle a lot, and can steal buffs with relatively low risk.  Obviously, this also lets you predict where they will be.  These plays also create a lot of 2v2/3v3 situations (good for you) as well as situations where you end up kicking the enemy away from their tower into an easy kill for your ally (also good).  If you didn't see it die, type it out the first time you see the enemy jungler wearing it and put a squiggly behind it.  For instance, at 7:20 the enemy mid disappears.  10 seconds later he comes back to lane and is wearing blue.  ~7:25 tb.
  • To summarize, mid game you are looking to steal buffs and coordinate either an easy kill mid from behind, dive bottom, or lane gank bottom.  You can also countergank if you see the chance.

Late Game Back to Top

  • Look to peel for your AD.  Uses for ult are a) kick away bruiser from your AD or b) kick enemy out of position towards your team.  Q-->Q-->flash R is the combo for that.
  • Stay with your team.  You can't really accomplish anything by yourself going into the late game, unless you went BT build.  Your spells all get much better with allies nearby.
  • Try to avoid damage rather than tank it.  I realize you are a melee champion and you want to tank and tell your team you "zoned" them, but in reality they would rather you stayed alive.  The only person you should be laying down your life for is your AD carry.  Surviving into the later stages of team fights is the first sign of a good bruiser player.
  • That said, your high mobility allows you to stand pretty close to the enemy team without real fear of danger.  Be sure to abuse this and tell them how smelly they are, as often it will draw them into a bad fight that you can just safeguard away from.

Advanced Tricks Back to Top

Everything up until now applies to almost every bruiser.  But you don't see 102_icon_64.png62_icon_64.png92_icon_64.png5_icon_64.png etc banned or picked every game in tournaments.  These techniques are what really separate Lee Sin apart from the rest of the crowd as the God of the Jungle.

TECH 1: R->Q->Q
This is the easiest combo to set up, as all it requires is melee range and 80 energy.  Simply kick the enemy, then immediately place your sonic wave in the same direction.  This has a couple uses.  First of all, it relocates both you and an enemy far away from where they originally were - like for instance, previously you were on their turret and now you're both in the middle of the lane surrounded by your allies.  Yay!  Secondly, it is a guaranteed hit for your Q, which makes it a nice finisher - enemies flying through the air don't dodge skillshots.  Note that this can be replaced with Q->R->Q if that's easier to land for you.

TECH 2: Ward -> W
This one's really easy.  Simply put a ward and then safeguard to it.  Everyone knows about this combo, but this should basically be a reflex if you want to become good at Lee Sin.  Using this combo should be as easy for you as using DFG as part of some mage's spell combo.  It is your bread and butter.

TECH 3: Q->Q -> Flash (or ward w) -> R
This combo basically turns a landed sonic wave into your target flying in any direction you want.  The execution is usually pretty easy, if your ward->w mechanics are good or if you have flash.  When using this to start late game fights, make sure the enemy doesn't have flash, or you could end up behind enemy lines and kicking the person in the wrong direction.  Other than kicking enemies at your team, this can also be used to set up a nice AoE knockup, but that is really hard to do.

TECH 4: Flash -> E -> E -> W
This combo is by far the easiest to execute, and the hardest to use effectively.  This is the second way to start fights lategame.  This basically allows you to slow the enemy team without really taking any damage.  Do this only if you're chasing and need a way to catch, but don't want to over-commit your body like a tank would.

TECH 5: R over/into wall
Whether someone will go over or into a wall with dragon's rage is something extremely hard to judge.  Oftentimes, it can mean the difference between life and death - for you, your opponent, or even both!  R over wall is obviously used for disengage, while R into wall is used as a hard stun. This really just takes time to get used to, but a good rule of thumb is that if alistar's headbutt would put them over the wall, then so will your R.  You can subtly adjust the angle of your kick to make them go over/under, as well.  Remember that most intentional wall jumps happen at a perpendicular angle - they are facing the wall when executed.  So if you want to kick over a wall, kick them directly at the wall, but if you want to kick into the wall then kick at an angle.

TECH 6: Q -> Smite -> Q
Your resonating strike deals more damage if the target has lower health.  So, that means you can effectively "Smite" a baron/dragon/buff from higher health by executing this combo.  Make sure you smite just before your second Q connects so there isn't any time between them.  You can cast in the air, so that makes this pretty easy.  Mastering this will net you many many easy steals.  The only junglers that can outsmite a trained Lee are Nunu and Cho'gath.

TECH 7: W -> W -> Smite
Not really a tech, but in a pinch you can iron will -> smite to heal yourself for quite a chunk of HP.  Definitely makes the difference in a lot of situations, and should always be taken advantage of while jungling.  I will post a clip later of myself using this tactic to barely survive a 4 man dive.

Conclusion / About the Author Back to Top

Hope you guys have enjoyed the guide.  Lee Sin is a complicated champion, but when mastered his skirmishing strength on top of his wide variety of skills make him the best overall jungler in the game, bar none.   His aggressive style and high mobility also make him one of the funnest champions to play in the game.  If you want to jungle at a high level, Lee Sin is an essential part of your repertoire.

My summoner name is aL YoDa and I jungle for team Absolute Legends NA.  If you're interested in watching some big Lee Sin (and other) plays, My stream is at www.twitch.tv/yodatv.  Feel free to ask anything in the comments or drop by my stream and I will be happy to answer!

www.twitch.tv/yodatv !

My stream! Back to Top

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