- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
- After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.
This passive is what gives Lee Sin such strong sustained damage throughout the game. It is also why building attack speed items is unnecessary. You should try to keep Flurry up at all times if possible, chaining your abilities with two autoattacks in between each for the maximum amount of damage possible. Not only does this ability keep your energy high, it lets you build raw damage items without having to worry about attack speed.
Q: Sonic Wave/Resonating Strike
- Sonic Wave / Resonating Strike
- Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+0.7*AD) 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 (+0.7*AD) physical damage plus 8% of their missing Health (Max: 400 damage vs. Monsters).
- 50 Energy / 30 Energy
- 11/10/9/8/7 Seconds
Your bread and butter ability that lets you stick to a target and deal massive amounts of damage. You can use it to last hit in lane, pull monsters from the jungle, and scout brushes/fog of war. It has multiple uses, but you'll generally be using it to deal damage to the enemy and close the distance between you and your target.
Note that Resonating Strike will counter abilities such as Corki's Valkyrie and the summoner spell Flash. If you hit someone with Sonic Wave(Q), hold onto your Resonating Strike and bait them to use their escape ability, whether it be Flash, Rocket Jump, Riftwalk, etc. After they have used it, you can use your Resonating Strike to close the distance between you and your target. This is only useful when you land a point-blank Sonic Wave because for the most part, enemies won't use their escape abilities unless you're stuck onto them and autoattacking them.
The kick to Resonating Strike is that it deals damage as the enemy gets lower in HP. This means you want to deal as much damage as possible before you use it. Using it to close distance is its primary focus, but if you're already stuck onto someone and attacking them, hold onto Resonating Strike until the window of time you are able to use it is about to fade away. After landing Sonic Wave(Q), you will be able to use Resonating Strike for about 3 seconds before the ability reverts back to Sonic Wave(Q).
As a last thing to note, you can use Sonic Wave/Resonating Strike to escape as well if there is an enemy minion or champion that is between you and safety. You can use Resonating Strike to quickly dash away from chasing enemies.
- Safeguard / Iron Will
- Safeguard: Lee Sin rushes towards a target ally, shielding himself for 40/80/120/160/200 (+0.8*AP) damage for 5 seconds. If the ally is a champion, they are also shielded. 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% Life Steal and Spell Vamp.
- 50 Energy / 30 Energy
- 9/9/9/9/9 Seconds
There's much to this ability. I'll first touch on Safeguard(W). Its uses include shielding damage, closing distance between you and an enemy, running away, and dodging skillshots. In lane, you'll be using this ability constantly as it's the only way you'll be able to sustain yourself against the harass and autoattacks of your opponents. However, when you need to go offensive, you can bait enemies into moving close to your allied minions to Safeguard(W) next to your enemy and use your Tempest(E) or perhaps Sonic Wave(Q). If an ally runs up to an enemy, you can also take advantage of Safeguard(W) by using it as a distance-closer rather than your Sonic Wave(Q). This saves you from potentially missing your Sonic Wave(Q) and puts you in a better position to use your other abilities.
For the first half of the game, however, you'll be using it to dash to allied minions or simply on yourself to shield a portion of enemy autoattacks directed at you. Your goal in laning is to farm properly without taking too much damage, something I can't stress enough.
Safeguard(W) can also target wards, so if you have an extra ward in your inventory, you can place it over a ledge or over a cliff and Safeguard(W) to it. This will give you essentially a free Flash over a wall or cliff, and give you an opportunity to chase down a kill or escape.
Iron Will simply makes you more tanky, and towards the end of the game will keep you alive during teamfights. The early lifesteal and spellvamp will help you sustain yourself in lane. Whenever you use Safeguard(W), you should quickly chain it with Iron Will. While Iron Will is up, you can use it with your Sonic Wave/Resonating Strike(Q) to regenerate your HP via spellvamp.
Later on in the game, having 25% lifesteal and spellvamp for virtually free will make you exceptionally tanky. Dealing damage essentially means healing yourself when Iron Will is up, so take advantage of it. When you don't need the defenses you get from Iron Will, you can use it to give yourself Flurry and increase damage output.
- Tempest / Cripple
- Tempest: Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+0.6*AD) magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, reducing their Movement and Attack Speed by 20/30/40/50/60%. Movement and Attack Speed recover gradually over the duration.
- 50 Energy / 30 Energy
- 10/10/10/10/10 Seconds
Tempest is a simple AoE that reveals stealthed targets. It's very good at countering stealth champions and more specifically very good at countering Akali because she is limited to walking inside of her circular Twilight Shroud. While it scales well with additional Attack Damage late-game, you won't really be using this ability for much except for pushing lanes, getting Flurry up, and most importantly - using Cripple. For lane matchups where the enemy is very reliant on Attack Speed, or tends to rush armor items to "counter your damage", you can often times max Tempest first to shut them down. I.E Jax, Trynd, Irelia etc.
Cripple is the reason why Lee Sin is ridiculously strong against attack damage carries when it hits mid-late game. It allows him to stick to champions that would normally kite him, such as Ashe. The slow is substantial, and the attack speed debuff is crippling to the consistent damage that attack damage carries normally bring. When you use your Sonic Wave/Resonating Strike(Q) to close distance, Tempest/Cripple(E) combo will ensure that you stick to your target with ease.
R: Dragons Rage
- Dragon's Rage
- Lee Sin performs a powerful roundhouse kick launching an enemy champion back, dealing 200/400/600 (+1*AD) 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.
- No Cost
- 90/75/60 Seconds
The first thing to note about this ability is that while it looks like it should be used for dealing massive amounts of burst damage to a target, it is suboptimal to use it in such a way after a certain point in the game. I generally use Dragon's Rage(R) early-game to deal damage to a single target and keep them stunned for the duration. You can use it to push an enemy off of a teammate, or escape chasing enemies by kicking the person closest to you. The damage is substantial and the crowd control that your ultimate brings is equally important.
When teamfights start to happen, you can use Dragon's Rage(R) to counterinitiate. The concept of counterinitiating can be explained by example. An enemy Amumu might use Bandage Toss and Curse of the Sad Mummy on your entire team. If you position yourself correctly, you can use Dragon's Rage to kick him back into his teammates. Now, the enemy is clumped together, perhaps with the ranged carries and ability power carries stunned and knocked up into the air because you kicked Amumu into them. Being out of position like this is not an ideal situation for the enemy team, as it allows you to land an easy Sonic Wave(Q) and sweep their entire team with Tempest/Cripple(E).
Dragon's Rage(R) is the perfect ability to stop the enemy from blowing up your entire team with a well-time ultimate. The same concept works for any champion that happens to initiate on your team. Pushing them back towards their team will give your team the advantage in positioning, as the enemy tank is now behind the carries and unable to protect them.
Advanced uses of this ability are plentiful. You can get behind someone and kick him into your team, which will result in a quick kill. You can use Dragon's Rage(R) to push someone over a ledge or up a cliff, which will leave them out of position. You can also follow up with such a maneuver by using Sonic Wave(Q) and Resonating Strike to isolate you and your target.
- Page 4 of 7