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Lee Sin · Jungle

Lee Sin Safe Play Guide

DefensiveData-drivenMediumPatch 16.19.1
9.3KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide is about playing Lee Sin safely and consistently. Safe jungle means full clears, counter-ganking where the enemy jungler shows up and never contesting an objective without vision or numbers. The kit brings mobility with Sonic Wave / Resonating Strike.

Strengths

  • Mobility: Sonic Wave / Resonating Strike lets you reposition, engage or escape.
  • Sustain from Safeguard / Iron Will.
  • High physical damage: Riot rates it 8/10 in attack.

Weaknesses

  • Falls behind if the early ganks fail: every wasted trip is lost farm.
  • Predictable if you always play it the same way: adapt your build to the enemy team.

Builds

Defensive build

DefensiveRecommended
Open build

When to use it

Keeps enough damage while adding magic resist, attack damage and life steal through Mercurial Scimitar, Maw of Malmortius and Death's Dance. Choose it against dive, assassins or a lane you can't win.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. JungleMain100% of matches

Jungle priorities

StartRed buff

Objectives by priority

  1. 1Voidgrubs
  2. 2Gank top
  3. 3Rift Herald
  4. 4Scuttle Crab
  5. 5Dragons
  6. 6Baron Nashor
  7. 7Atakhan

Guideline, not a measurement: an early skirmisher starting red side. Take the void grubs and look for ganks while your early damage is ahead, then Herald and dragons.

Starting items

Scorchclaw PupHealth Potion

Core items

  1. 1Mercurial Scimitar
  2. 2Maw of Malmortius
  3. 3Death's Dance

Boots

Plated Steelcaps

Situational

Guardian AngelAgainst heavy physical damage.Kaenic RookernAgainst heavy magic damage.Chempunk ChainswordCuts the enemy's healing.Lord Dominik's RegardsAgainst tanky teams.

Runes

Primary· Precision

PrecisionDominationSorceryInspirationResolve
Press the AttackLethal TempoFleet FootworkConqueror
Absorb LifeTriumphPresence of Mind
Legend: AlacrityLegend: HasteLegend: Bloodline
Coup de GraceCut DownLast Stand

Secondary· Resolve

DominationSorceryInspirationResolve
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Smite

Abilities

  • FlurryPassiveAfter Lee Sin uses an ability, his next 2 basic attacks gain Attack Speed and return Energy.
  • QSonic Wave / Resonating Strike10/9/8/7/6s50 mpSonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 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 physical damage based on the target's missing Health.
    Cooldown
    10·9·8·7·6
    Cost
    50
    Range
    1100
    Basic ability — moves you. Keep it to escape unless the kill is certain.
  • WSafeguard / Iron Will7s50 mpSafeguard: Lee Sin rushes to target ally, shielding himself from damage. If the ally is a champion, they are also shielded. After using Safeguard, Lee Sin can cast Iron Will. Iron Will: Lee Sin's intense training allows him to thrive in battle. Lee Sin gains Omnivamp.
    Cooldown
    7
    Cost
    50
    Range
    700
  • ETempest / Cripple8s50 mpTempest: Lee Sin smashes the ground, sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple. Cripple: Lee Sin cripples nearby enemies damaged by Tempest, reducing their Move Speed. Move Speed recovers gradually over the duration.
    Cooldown
    8
    Cost
    50
    Range
    450
  • RDragon's RageUltimate110/85/60sLee Sin performs a powerful roundhouse kick launching his target back, dealing 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. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.
    Cooldown
    110·85·60
    Range
    375
    Ultimate. Plan your fights around its cooldown.

Strategy

1Safe laning

Safe jungle means full clears, counter-ganking where the enemy jungler shows up and never contesting an objective without vision or numbers. A gank works when the lane is pushed towards the enemy tower and the enemy has used Flash or their escape: pick those moments instead of forcing a bad one.

2Surviving fights

In fights, enter after the enemy uses their key crowd control and go for whoever your team can reach with you. Your way out is Sonic Wave / Resonating Strike: if it's on cooldown, stay further back.

3Positioning and peel

Stand where the enemy has to go through your team to reach you, and protect whoever the enemy focuses.

4Playing from behind

When the game goes badly, farm what's safe, defend with your team and wait for the enemy to make a mistake: a single won fight can turn it around.

Tips

  • Keep Sonic Wave / Resonating Strike for escaping, not for chasing.
  • Keep Safeguard / Iron Will for the enemy's burst, not for chip damage.
  • Go back when your key abilities are down: a reset costs less than a death.
  • Never be the first to show on the map in the late game.
  • If enemies are missing from the map, back off before they appear.

Matchups

Weak against

  • Spectral Maw (stun) lets Viego pin Lee Sin down before Sonic Wave / Resonating Strike gets them out.

  • Burrow / Un-burrow (knock-up) lets Rek'Sai pin Lee Sin down before Sonic Wave / Resonating Strike gets them out.

  • Head Rush (stun) lets Briar pin Lee Sin down before Sonic Wave / Resonating Strike gets them out.

Changelog

  1. Guide created for patch 16.19.1.

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