When the enemy team brings a lot of crowd control and magic damage
Mercurial Scimitar's active removes all crowd control from you and makes you immune to crowd control for 0.25s. It cannot be used while airborne or knocked back, and has a 60s cooldown. Death's Dance stores part of the physical and magic damage you take, and you take it as true damage over 3 seconds instead. If a champion you damaged within the last 3 seconds dies, the remaining stored damage is cleansed and you heal for 90% of your bonus Attack Damage. Build 1 totals +40 Magic Resistance and +12% Lifesteal, and build 2 has neither.
Build 2JungleWin rate 51.59%Picks 10,292
Shred shields and keep Guardian Angel as insurance
When the enemy team has little crowd control and someone who uses shields
Serpent's Fang reduces any shields an enemy champion gains for 3 seconds after you damage them. Armor Penetration totals +35% and +15, more than the +35% of build 1. Upon taking lethal damage, Guardian Angel puts you in stasis for 4 seconds and then revives you with 50% of your base HP (180s cooldown). Immortal Treads add 5% bonus damage while you are above 50% HP. Unlike build 1, this build has no Magic Resistance and no item that removes crowd control.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
1
2
3
1
Ult
1
1
2
Ult
2
2
3
Ult
3
3
Prioritize the skill central to your mobility and burst damage first, then level the one that provides a shield and sustain.
Lee Sin Strengths
✓Early 1v1 and ganking power among the best in the game.
✓High mobility using Skill 2 (Safeguard) and ward jumps.
✓Ult 'Insec' kicks that deliver enemy carries to your team.
Lee Sin Weaknesses
×High mechanical demands where execution shows directly
×Damage and influence fall off as the game goes long
×Missing the key Skill 1 leaves him with little to do
Lee Sin Early Game
Your early game is among the strongest in the game. Invade the enemy jungle and show up in lanes often to take control of the match's tempo.
Lee Sin Mid Game
Control vision around objectives and disrupt the enemy with your Skill 1 and Skill 2 mobility. When the enemy carry slips up, land the Insec (kicking them with your Ult) to create a numbers advantage.
Lee Sin Late Game
Your damage inevitably drops late. Shift to a role that enables your team, using your Ult either to kick the enemy carry away from the fight or to peel for your ADC.
Lee Sin Teamfights
Dive in with Skill 1, then get behind the enemy carry with Flash or Skill 2. From there, kick them into your team with your Ult for the play that decides the teamfight.
⚠️ Common Mistakes
Forcing an engage after missing Skill 1
Skill 1 is Lee Sin's lifeline and main source of damage. If you miss it and still force in with Skill 2, you lack the damage and get killed in return. After a miss, wait out the cooldown and look for the next opening.
Lee Sin Combos
Basic Gank
Close the gap with Skill 2, land Skill 1 for damage, then slow with Skill 3.
2▶
1(1st)▶
1(2nd)▶
3▶
AA
Insec
Dash to them with Skill 1, get behind with Skill 2, then kick them back toward your team with Ult.
1(1st)▶
1(2nd)▶
2▶
Ult
Lee Sin Skills
Passive
Flurry
Lee Sin's Abilities grant him 40% Attack Speed for 2 attacks within 3 seconds. The first attack restores 20 energy (Lv) and the second restores half of that amount.
Skill 1
Sonic Wave
⏳ 8s
Sonic Wave: Fires an energy wave that deals 60 physical damage (60 + 90% bonus AD) to enemies and reveals them. Hitting an enemy allows Resonating Strike to be cast within 3 seconds. Resonating Strike: Dashes to enemy marked by Sonic Wave, dealing 60 to 120 physical damage (60 + 90% bonus AD to 120 + 180% bonus AD) based on its missing HP.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
8
7
6
5
Base Damage
60
100
140
180
Skill 2
Safeguard
⏳ 15s
Safeguard: Dashes to target location. If an enemy is nearby on arrival, Lee Sin shields himself for 100 (100 + 100%AP) for 2 seconds. Allows Iron Will to be cast within 3 seconds. Safeguard's cooldown is reduced by 0.5 seconds with each attack. Iron Will: Empowers next two attacks to deal an additional 26 magic damage (26 + 40%AP) and gain 20% Omnivamp.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
15
14.5
14
13.5
Shield
100
160
220
280
Base Damage
26
39
52
65
Physical Vamp
20%
30%
40%
50%
Magic Vamp
20%
30%
40%
50%
Skill 3
Tempest
⏳ 8s
Tempest: Deals 95 magic damage (35 + 90%AD) to nearby enemies and reveals them for 3 seconds. Hitting an enemy allows Cripple to be cast within 3 seconds. Cripple: Slows enemies hit by Tempest by 30%, decaying over the course of 4 seconds.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Base Damage
35
70
105
140
Slow
30%
40%
50%
60%
Ult
Dragon's Rage
⏳ 70s
Launches a powerful roundhouse kick at an enemy champion, dealing 125 physical damage (125 + 190% bonus AD + 12% bonus HP) and knocking them back. Enemies the target collides with along the way are knocked airborne for 1 second(s) and take 125 physical damage (125 + 190% bonus AD + 12% bonus HP). Deals up to 800 damage to monsters.
Lee Sin gets more out of every dash-in. The shield is 20 larger at every rank and Iron Will's omnivamp climbs at each rank as well, so he heals back a bigger share of what he takes while trading. Clearing camps becomes faster and safer, and he can be the one to commit first in an early skirmish and still come out even or ahead.
Base damage55/90/125/160 + 100% bonus AD → 60/100/140/180 + 90% bonus AD
Gable
Damage90/140/190/240 + 125% bonus AD → 35/70/105/140 + 90% AD
Dragon's Rage
Damage100/250/400 + 180% bonus AD + 10/13/16% target max HP → 125/350/575 + 190% bonus AD + 12/15/18% target max HP
Our take
Lee Sin's damage moves out of item-dependent burst and into his base values and his ultimate. Gable loses most of its flat damage and now scales off total AD rather than bonus AD, so stacking lethality to delete a backliner in one pass no longer works the way it did. In exchange, Sonic Wave/Resonating Strike and Dragon's Rage go up at every rank, which strengthens early ganks before items come online and the max-HP damage he brings against tanks. The build that fits him now is the bruiser who keeps swinging, not the assassin who opens and leaves.
Lower bonus AD scaling holds back the part of Lee Sin's damage that grew with his items. His base numbers are untouched, so the early jungle and the level-advantage plays feel the same. From the mid game on, the Sonic Wave into kick sequence takes less off a target, which pushes him toward setting things up for teammates rather than finishing on his own.