Lee Sin Jungle Guide 2026 – Best Runes, Builds & Lee Sin Mechanics
INTRODUCTION TO LEE SIN GUIDE (UPDATED FOR 2025)
Hello, I’m Siegmeyer. I started playing LoL back in season 2 as a mid/jungle main and I’ve stayed on these two roles throughout all the years. I reached challenger at the start of season 3 and have played hundreds of high-elo games with Lee Sin as one of my signature picks.
Lee was one of the first champions I really fell in love with and he’s still my go-to when I want to hard impact a game and have fun at the same time. His kit rewards creativity, mechanical precision, and good map awareness more than almost any other jungler. That’s why this updated 2025 guide exists: to combine thousands of Lee Sin games in high elo with how the game and jungle meta look right now.
LoL has changed a lot since the old “Warrior enchant + green smite” days. Items were reworked, mythics came and went, the jungle system keeps evolving, and the 2025 update even introduced new objectives and balance changes that affect how junglers play around the map. Still, Lee Sin remains a top-tier playmaking jungler in solo queue when piloted well.
This guide focuses on modern Lee Sin: how to build him in the current runes & items system, how to path, how to read the map, and how to use his famous mechanics (Insec, ward jumps, objective steals) to win ranked games in 2025. At the end, you’ll also find a Legacy Season 6 section with the original, fully preserved old guide for nostalgia and historical reference.
WHY LEE SIN STILL WORKS IN 2025
Every few seasons people ask the same question: “Is Lee Sin still viable?” The answer in 2025 is still yes – absolutely, especially in solo queue.
Based on high-elo and pro build stats, Lee Sin continues to have solid pick rates and very respectable win rates across most elos, especially in the jungle role. He is rarely the most statistically broken champion, but he is almost always playmaking-broken in the hands of someone who knows what they are doing.
Why he stays relevant:
- Extreme mobility: Safeguard, ward jumps, Flash–kick combos and creative pathing give him play angles that other junglers simply don’t have.
- Flexible itemization: He can go bruiser, tankier frontline, or damage-heavy depending on team comps and how ahead you are.
- High early and mid-game pressure: Level 3 ganks, invades and skirmishes are where Lee shines; that still wins solo queue games in 2025.
- Reliable engage + pick potential: A single well-placed Dragon’s Rage can start or instantly win a fight.
- Highly rewarding for skill expression: As you improve, your carry potential scales with you. Few champs reward practice as much as Lee.
The 2025 seasonal updates add new twists – such as additional late-game objectives like Atakhan and evolving item/rune options – but Lee fits into those changes well because his core strengths (mobility, tempo, playmaking) don’t rely on any single item or niche mechanic.
PROS & CONS OF LEE SIN IN RANKED
LEE SIN’S PROS
- Huge early-game power: Strong level 2–3 duels and ganks.
- Great skirmisher: Thrives in 2v2, 3v3 fights around river and jungle.
- Insane mobility: Ward jumps, W on allies, monsters, minions and even some summoned units.
- Playmaking ult: Dragon’s Rage can instantly delete carries or combo knock up multiple enemies.
- Good objective control: Q execute + Smite combo makes Baron/dragon steals very realistic.
- High skill ceiling: The more you practice, the more you can outplay people who pick low-skill junglers.
LEE SIN’S CONS
- High skill floor: If your mechanics and pathing are bad, he will feel terrible.
- Falls off if behind: When you miss your early window, you can feel useless compared to scaling champs.
- Outscaled by hyper-carries: Late-game Kayn, Karthus, Kha’Zix, etc. can outdamage you if you don’t shut them down early.
- Team-reliant late game: You become more about engage & peel than solo 1v9 damage.
- Hard to play with bad vision: Without wards, you lose a lot of mobility and play options.
In short, Lee Sin is the perfect pick if you like high-risk, high-reward junglers and are willing to grind mechanics. If you want a simple champion you can autopilot on, he’s not for you.
2025 RUNES FOR THE BLIND MONK
Rune systems have changed a lot since the old mastery trees. Modern Lee Sin builds use the current Precision, Domination, Inspiration and Resolve trees. Below are standard 2025 setups that are performing well in high-elo solo queue.
STANDARD JUNGLE PAGE – CONQUEROR BRUISER
Primary – Precision
- Conqueror – Best all-round keystone for extended skirmishes and early fights around river.
- Triumph – Clutch healing in messy skirmishes after a kill.
- Legend: Alacrity – Attack speed synergizes with his passive and jungle clear.
- Coup de Grace – Helps you finish low health targets after your combo.
Secondary – Inspiration
- Magical Footwear – Free boots let you rush early damage or survivability.
- Cosmic Insight – Ability haste + summoner spell haste are great for a playmaking jungler.
Shard setup
- Attack Speed
- Adaptive Force
- Armor (most games) or Magic Resist if enemy mid/jungle are AP
BURST PAGE – ELECTROCUTE / DOMINATION
This page is more niche but still playable if you want one-shot burst and you’re very confident in your combos.
Primary – Domination
- Electrocute – Strong burst from your Q + auto + E or Q + R + auto.
- Sudden Impact – Synergizes with your Q dash and R.
- Eyeball Collection or Zombie Ward – Extra snowball power or vision control.
- Relentless Hunter or equivalent mobility rune – Extra movement speed for faster rotations.
Secondary – Precision
- Triumph
- Coup de Grace
This setup gives you insane kill pressure in early skirmishes but can feel weaker in long fights compared to Conqueror.
WHEN TO FLEX RUNES
- Into tanky comps: Stick with Conqueror + bruiser items and play for extended fights.
- Into squishy comps: Electrocute / more lethality can punish immobile carries hard.
- When your team needs engage + peel: Consider secondary Resolve (Bone Plating, Overgrowth) to be beefier.
SUMMONER SPELLS IN 2025
Flash – Non-negotiable. Flash–kick (R+Flash) and Flash–ward jump plays are core to Lee’s identity.
Smite – You are almost always playing jungle; Smite is mandatory.
For off-role Lee (mid/top) you’ll usually run Flash + Ignite or Flash + Teleport, but this guide is primarily aimed at his strongest and most popular role – the jungle.
ITEMIZATION FOR LEE SIN (MODERN PATCHES)
Exact items shift a bit from patch to patch, but high-elo statistics consistently show Lee Sin building a mix of AD, ability haste, and survivability, often with one or two lethality items if the game allows it.
START & EARLY CORE
- Jungle starter + Refillable Potion: Always take the current AD-oriented jungle item appropriate for the patch (your in-client recommended build here is reliable).
- Early Boots: Boots 1 on first or second back are huge for ganks and skirmishes.
- First big AD spike: An early damage item with ability haste (for example, a bruiser or lethality component) lets you fight every time your cooldowns are up.
MID-GAME BRUISER CORE
Your standard goal is to become a tanky diver who still threatens carries:
- One high-damage AD item (bruiser or lethality) for burst and ability haste.
- Black Cleaver-style armor shred item or its modern equivalent to help you and your team kill frontline faster.
- Defensive item vs AP: Maw-style magic resist item or equivalent if enemy mid+jungle are AP heavy.
- Defensive item vs AD/crit: Sterak’s/Dead Man’s/armor based options if enemy has strong auto-attack carries.
LATE-GAME & SITUATIONAL ITEMS
- Guardian Angel: Great for one decisive Baron or Elder fight. Lets you go in aggressively without instantly losing the game if you die.
- Extra armor: Randuin-style items or Thornmail-style items vs heavy crit or multiple auto-attackers.
- Extra MR: Spirit Visage / Banshee-style items vs heavy AP & CC.
- More damage: Ravenous Hydra / Last Whisper-style penetration if you’re snowballing and your team lacks damage.
When in doubt, look up a current high-elo build right before your session on sites like U.GG or League of Graphs, and then adapt to your lobby.
EARLY GAME: PATHING, FIRST CLEAR & FIRST GANKS
Early game is where Lee Sin truly defines the match. The first 5–8 minutes decide whether you become a terrifying tempo monster… or a melee minion with a dash.
FIRST CLEAR PHILOSOPHY
- Play for tempo, not full clear: Lee is not a farm bot like Karthus. You want fast level 3 into gank or invade.
- Identify your best lane to play around: Look for strong CC lanes (Nautilus, Leona, Renata, Rakan, Lissandra, etc.) and weak mobile enemies (Jinx, Varus, Viktor).
- Mirror or punish enemy jungler: Versus farm junglers, invade or gank early. Versus early duelists, consider tracking them and covering your laners.
TYPICAL PATHS
Exact routes depend on patches and camps, but some ideas stay consistent:
- 3-camp into gank: Red → Krugs → Raptors → mid or bot/top. Fast, aggressive and extremely strong if you land Q.
- Red side into invade: Red → Raptors → enemy blue side, if your lanes have priority to collapse.
- Full clear when forced: If all lanes are losing or enemy jungler wins every duel, you may have to full clear to level 4, then look for skirmish with upgraded Smite.
EXECUTING EARLY GANKS
- Approach patiently: Let your laner bait cooldowns or HP first.
- Maximize Q value: Don’t panic cast Q the moment you see the enemy. Walk up, threaten, force them to use mobility, then Q.
- Use Flash smartly: Q hit → wait → Flash behind → kick into your team (classic mini-Insec), or simply follow their Flash with your Q recast.
Even if a gank doesn’t get a kill, blowing Flash is a win for a jungler like Lee who can return on repeat timer.
MID GAME: OBJECTIVES, SKIRMISHES & PLAYMAKING
From minutes 10–25, the game revolves around dragons, Herald/Baron setups, and side-lane fights. This is Lee Sin’s playground.
OBJECTIVE CONTROL
- Track enemy jungler: If you see them top while dragon is up, ping your team to start it instantly.
- Smite + Q execute: Combine Smite with Resonating Strike (Q2) to secure objectives. Practice the timing in custom games so you don’t panic.
- Vision warfare: Sweepers + Control Wards are mandatory. You can’t flank or Insec if everything is lit up.
FINDING PICKS
Mid game is often just rotations + fog of war traps:
- Hide in side-lane bushes, wait for enemy to overextend, then Q+R them into your team.
- Use your mobility to move from one side of the map to the other faster than the enemy jungler.
- If you see a carry alone, don’t hesitate – with a small lead, Lee can 100–0 most squishies.
ADAPTING TO NEW 2025 OBJECTIVES
The 2025 update introduces additional late-game objectives and map states, which make shotcalling around objectives even more crucial. Champions like Lee that can quickly move between lanes, contest vision and start skirmishes around big monsters naturally thrive in these environments.
LATE GAME: YOUR ROLE WHEN DAMAGE FALLS OFF
Eventually, some champs will outscale you in raw DPS. That’s normal. Your job shifts from “kill everything” to “start the fight correctly and protect your carries”.
- Primary job: Kick enemy carries into your team or away from your carries.
- Secondary job: Peel for your ADC or mid vs divers like Hecarim, Irelia, or diving assassin comps.
- Objective fights: Control vision, threaten Flank + Insec angles, and secure Baron/Elder with Smite + Q combo.
Remember: at 30+ minutes, a single good Dragon’s Rage can win the entire game, even if your champion is “outscaled” in theory.
LEE SIN MATCHUPS & TEAM COMPS
Lee doesn’t have many truly terrible matchups, but some champs and comps are easier or harder to play into.
EASY OR FAVORABLE TARGETS
- Immobile carries: Jinx, Varus, Ashe, Syndra, Viktor – easy to kick into your team if they misstep.
- Squishy AP junglers: Nidalee, Evelynn, Fiddlesticks – you can invade them early and fight them on camps.
- Stealth assassins: Shaco, Talon, Rengar, Kha’Zix – your Q & E reveal stealth and make their life miserable.
ANNOYING OR DIFFICULT ENEMIES
- “Stat check” bruisers: Jax, Olaf, Udyr – if they get ahead, you can’t duel them.
- Extremely tanky frontlines: Ornn, Sion, Rammus – you won’t delete them, so you must play for carries and backline access.
- Point-and-click CC: Skarner-style or Malzahar-style suppression can punish aggressive kicks if you don’t track cooldowns.
When in draft, think about how easy it is to find angles on enemy carries and whether your own team can follow up your engages. Lee is at his best when you have at least one strong damage dealer ready to follow your setup.
MECHANICAL TOOLBOX: KEY LEE SIN TECH
Lee Sin mechanics are what make him so fun. Here’s a practical breakdown of the most important ones to master.
FLURRY MANAGEMENT (PASSIVE)
Your passive gives you attack speed and energy refund for the next two autos after casting a spell. In practice:
- Weave at least one auto between spells whenever possible.
- In jungle clear, your pattern is usually: ability → auto → auto → ability → auto → auto.
Q USAGE – SONIC WAVE / RESONATING STRIKE
- Remember that Q1 reveals invisible targets for a short period.
- You have time between Q1 and Q2 – don’t rush the recast; wait to track Flash or dashes.
- For objective steals, delay Q2 until the last possible moment, then Q2 + Smite together.
W – SAFEGUARD / IRON WILL
- Casting W on yourself or an ally gives a shorter cooldown – avoid wasting it on random minions unless necessary.
- W can be used on wards, allied summons (like Jarvan’s flag), and some spawned units – perfect for creative escapes and engages.
E – TEMPEST / CRIPPLE
- E also reveals invisible targets in an area – very useful vs stealth champs.
- Often, you want to wait with E2 until the enemy tries to run; slowing too early lets them kite your Q2.
R – DRAGON’S RAGE
- Enemies hit by the kicked target take bonus damage based on that target’s max HP – kicking a tank through the backline can chunk the whole team.
- Targets cannot use abilities or Flash while being knocked back – you can guarantee Q hit during the knockback if you cast it calmly.
WARD JUMP FUNDAMENTALS
- Put Safeguard (W) and trinket on comfortable keys.
- Practice without thinking: ward → instantly W. You want this to become pure muscle memory.
- Learn the exact range of W and your ward so you know when a jump is possible without looking at the indicator.
INSEC VARIATIONS
- Classic Insec: Q1 → Q2 → ward jump behind → R the target into your team.
- Flash Insec: Q1 → Q2 → start R → Flash behind mid-animation → target flies in the direction you want.
- Ward Insec: Ward jump in front → R → Flash behind – low-expected version that punishes those hugging their team.
- Engage Insec: Ward jump first, instantly Q2, then R to surprise backline – powerful but requires impeccable speed.
MAP AWARENESS & MACRO FOR LEE SIN
Mechanical skill means nothing if you never appear where you’re needed. Lee is a tempo jungler, which means your macro choices define your impact.
- Watch lanes during downtime: While your spells are on cooldown in jungle, quickly move your camera to nearby lanes.
- Track enemy jungler by logic: If they showed ganking top at 3:15 with 16 CS, you can estimate which camps they did and where they’ll be next.
- Think in “if I were him” terms: If you were the enemy jungler, where would you go now? Meet them or punish elsewhere.
- Pre-plan ganks: Ping your laner 10–15 seconds before you arrive so they manage the wave properly.
PRACTICE PLAN: HOW TO ACTUALLY GET BETTER AT LEE
If you want to seriously climb with Lee, treat him almost like a mini-“project”:
- Practice Tool sessions: Spend 10–15 minutes before ranked games practicing ward jumps, Flash–R combos, and Q + Smite objective steals.
- Replay review: After a bad game, watch the first 10 minutes. Did you miss a free gank? Did you path into losing lanes?
- Focused mechanics drills: Go into custom games, buy CDR and practice Insec variations until they’re automatic.
- Limit test: Occasionally push your limits in normal/Flex games so you learn exactly how far you can go in fights.
If you ever feel stuck in a certain elo, getting outside help can speed things up. Watching high-elo Lee players, checking analytical sites like U.GG or League of Graphs, and even working with a professional booster or coach can all help you understand what you’re doing wrong.
Services like Boosteria specialize in ranked climbing and coaching in multiple games. Seeing how a challenger jungler paths and plays Lee in your own games is extremely educational.
FROM LEE SIN TO OTHER COMPETITIVE GAMES
Interestingly, what you learn from Lee Sin – tempo, decision-making, reading opponents, mechanical consistency – transfers well into other competitive titles too. If you also grind games like Rocket League, the same mindset applies: don’t just play; review your decisions, positioning, and rotations.
If you ever decide to focus purely on improving your mechanics and game sense while someone else helps with ratings, you can also check Boosteria’s Rocket League boosting prices. It’s an option for players who want their rank to reflect their real skill without losing time to experimental picks or off-roles.
CONCLUSION – WHY LEE SIN IS WORTH YOUR TIME
There’s almost no limit to what you can do on Lee Sin if you put in the practice. LoL’s meta changes, items come and go, but champions who reward skill, creativity, and courage always find a place in solo queue – and Lee is at the top of that list.
If you like outplays, flashy mechanics, and being the one who decides fights, keep grinding him. Use this 2025 guide as your macro & mechanics foundation, then layer on your own style over time. And if you ever need a little external push on your ranked journey or want to study from challenger-level games, you can always explore what Boosteria has to offer in LoL and other titles.
LEGACY SEASON 6 LEE SIN GUIDE (OUTDATED INFO, ARCHIVED)
The section below preserves the original Lee Sin guide written around Season 6. It contains outdated runes, masteries, and items (such as old jungle enchantments and the 12/18/0 mastery system). It is kept here for historical and nostalgic purposes only. Do not use these exact builds on modern patches – but you can still learn from the mindset, matchup insights and mechanical explanations.
INTRODUCTION TO LoL LEE SIN GUIDE
Hello, I’m Siegmeyer. I’ve started playing League in season 2 as mid/jungle main and I’ve sticked to these 2 roles throughout all the years I play this game. I’ve reached challenger at the start of season 3 and played tons of games at high-elo with tons of success ever since.
Lee Sin was one of my early pick-ups and he’s remained as my main and my go-to pick even to this day. Honestly I just simply love this champion’s kits and deep skill-cap, he’s one of the reasons I could keep having lots of fun while playing League even after so many games over the years.
That’s exactly why I’m writing this guide – both to share my love and admiration for the champion and to teach you as much as possible using my knowledge, which comes from thousands of games as Lee on high-elo.
LEE SIN IN GENERAL
Lee is one of the most versatile, fun and skill-capped champions in the game. No matter what the situation is you’ll usually have plenty of ways it can play out – some better than the others. There’s nearly endless depth to this champion’s skill-cap, for example – amateur Lee player would just simply Q+E+Q+auto attack+R his opponent while expert Lee would do auto attack+Q+auto attack+E+auto attack+R+auto attack+Q+auto attack to put out maximum possible DPS while also mind gaming you into thinking that you’ve got a chance to escape with Flash over the wall for which he’ll have few counter-measures prepared: ulting you sideways or behind, following with Resonating Strike, Ward Jump or his own Flash.
This is exactly why you shouldn’t ever get discouraged by bad outcomes while learning Lee Sin. Focus only on your own mistakes, take every failure and loss as a chance to learn – even a game with troll or afk can be productive that way!
RUNES FOR BLIND MONK
Runes are fairly straight-forward. Attack Speed will be nearly always more DPS efficient than Attack Damage for Quints – think of Attack Speed as a multiplier of your AD in terms of DPS. AS Quints will outscale AD ones at about level 3-4 or even level 2 if you’ll start with red buff, which reapplies the flat damage with each hit. Your Glyph choice only comes down to deciding whether you’ll be taking any kind of magic damage in fights pre-level 9 – if you will then just go with flat MR, which will be most of the cases.
ADVANCED ABILITY TIPS
Passive – Flurry
Only thing worth noting about this ability is the fact that first hit after casting a spell will grant you 20 energy, while second 10. That’s why you should try to chain at least 1 auto between your spells in order not to run out of energy.
Q – Sonic Wave/Resonating Strike
Things worth noting here are that the first cast detects invisible units for 3 seconds and after hitting it you’ve got 3 seconds to recast it, that’s why you should be very patient with this spell – sometimes you’ll be able to follow up a Flash with your Resonating Strike instead of using a Ward Jump or your own Flash.
W – Safe Guard/Iron Will
Safeguard‘s cooldown gets greatly reduced if cast on yourself or your ally so always try not to cast it on minion/ward/other unit if not necessary. Also keep in mind that this ability can be cast on any ally unit – that doesn’t exclude things like Zyra’s Plants, Zac’s Passive Blobs, Jarvan’s Flag etc.
E – Tempest/Cripple
Tempest also detects invisible champions, but in AoE and for 4 seconds. It also leaves you with 3 seconds to recast your E. Good use of this spell will be casting it instead of using one auto while chasing enemy down or patiently waiting with Cripple activation until the enemy starts running away.
R – Dragon’s Rage
Every enemy champion struck by the kicked target will receive additional damage based on ulted target’s max health, which means that the enemy ADC hit with a tank can nearly get 100-0ed even with your off-tank build. Also target cannot cast anything mid-flight after getting kicked.
ITEM BUILDS FOR LEE SIN
LEE SIN IN EARLY GAME
You’ll always start out with Machete and Refillable Potion. Your first buy should always be Challenging Smite Upgrade before anything else and then Red Warrior Enchantment (you can buy tier 1 boots after Red Smite Upgrade and 2 Long Swords. If you’ll face lots of magic damage you can also rush Hexdrinker after Red Warrior and tier 1 boots.
LEE SIN IN MIDDLE GAME
After completing Warrior you’ll either get Black Cleaver and then upgrade boots to tier 2 (either Merc’s or Ninja Tabis depending on the enemy team) or buy these 2 items the other way around, usually only when you’ll get behind / will face alot of physical auto attackers (Ninja Tabis) or Magic Damage / CC (Mercury Threads).
Afterwards everything is up to the enemy team comp, but items like Sterak’s and Maw combo will be your usual go-to among with Randuim’s Omen – this trio of items will grant you survivability against nearly everything.
SITUATIONAL ITEMS FOR LEE SIN
- Dead Man’s Plate over Randuim’s – Only when you’ll face AD-casters instead of usual crit-based ADC (Varus, Ez etc.).
- Thornmail – Against 2+ Auto Attack based champions (any normal, crit-based adc + Yasuo), usually in combo with Ninja Tabis and Randuim’s + Sterak’s.
- Banshee’s/Spirit Visage/Locket of Iron Solari – These items with Maw, which will be surely bought in that scenario, are your good friends against lots of Magic Damage. Usually SV will be the best out of the 3, but sometimes you’ll have to be the one buying Locket instead of your support or you’ll maybe opt for Banshee’s in order to enable yourself to do some crazy engages against multum of CC in the enemy team.
- Mercurial/QSS – Against things like Malza/WW/Skarner ulti targeted at you.
- Guardian Angel – Good 6th item for that one game-deciding late game team fight.
- Titanic Hydra/Frozen Mallet – These are good additional off-tank options if you are ahead.
- Ravenous Hydra/Last Whisper items – These are your options when you are 1-man carrying the game.
LEE SIN’S MATCH UPS
Lee has barely any bad matchups, his bigger counter-play is picking brainless champions which have little to nothing in their kits that can be failed/outplayed (think Irelia, Jax, Shyvana). On the other hand Lee has tons of good matchups which he can be picked into as a hard-counter to the specific champion, here are some of those:
Invisible champions (Rengar, Shaco, Akali, Kha, Talon, Twitch)
Lee is the biggest counter to stealth due to detection with his Q and E. When you see these champions picked by the enemy team you shouldn’t even hesitate to pick him as a counter.
Escapeless laners (Soraka, Ryze etc.)
Champions with little to no escape mechanisms will be very easy targets to camp by repeatedly ganking.
Magic Damage team comps
Because Lee Sin has such a great synergy with the strongest MR items (mainly Hexdrinker, Maw and Spirit Visage) he will automatically do well against any type of Magic Damage based team comp, I’m talking here about at least 2 Magic Damage dealers (Elise jungle + Ahri mid for example).
Junglers vulnerable to counter-jungling and invading (Kha, Rengar, Amumu, Jarvan, Fiddle, Yi)
Alot of Lee Sin will come down to controlling objectives and counter-jungling and these champions will be especially abusable in that aspect which will only multiply your early game impact.
MECHANICS OF LEE SIN
There quite a few Lee in-game mechanics that you’ll have to learn in order to improve. Since there is no Sandbox mode in League, your best option will be going onto a custom game, rushing 45% CDR (you’ll have to spend points into middle mastery tree to get additional 5% CDR) and practicing everything there until you’ll be confident that you’ll be able to pull it off at least 9 out of 10 times.
Ward Jump
This one isn’t about the fact whether you can or can not perform it, it’s about how smooth and quickly can you do it. Tips I’ve got for you here are:
- Smart Casting your Safeguard and Trinket
- Having Trinket and Safeguard bound optimally (for me it’s W for Safeguard and T for Trinket, in my opinion, if these commands are in the same row of keys on your keyboard, it’s gonna be slightly easier to pull off than on default 4).
- Learning the exact range of Safeguard and Trinket. This is the biggest difference and the most important trait of the good Lee Sin player – you must have exact ranges of Trinket Ward and Safeguard literally burned into your mind in order to pull off this combo optimally (for beginners, remember that Trinket range is slightly lower than Safeguard’s).
Clean Dragon’s Rage into Resonating Strike
It seems pretty easy to pull off but it is not at all. Your ult’s mechanic makes your enemy unnable to cast anything from the casting of spell until he lands so if you’ll cast Sonic Wave onto him, you’ll hit it 10/10 times. The hard thing about that will be teaching your muscle memory to immediately stop all mouse movement while casting your R, if you’ll cast Sonic Wave afterwards then it will be always sure to hit that way.
Optimal jungle clear
Attack Speed buff from your passive for next 2 auto attacks should always be abused while clearing the jungle. If your remaining 2 basic spells are still on 3+ second cooldown then you shouldn’t double tap your spell, but instead use the first cast, auto attack twice and only then use the second cast. This will both keep your energy up and make you rarely ever clear jungle without passive’s bonus Attack Speed.
Securing objectives
Resonating Strike has got built-in execute mechanic which increases it’s damage based on target’s missing health, which is applied to every target. That’s why while fighting enemy champions you should be patient and delay your Resonating Strike to the last moment to do maximum damage and also abuse Smite + Resonating Strike to secure objectives. Resonating Strike’s total damage to large monsters like Red and Dragon starts off at around 200 at early levels up to 600-900 at later levels, all depending on your build path.
Sustain in the jungle
Lee Sin’s kit has a great sustain tool in his W. Every time you start a camp you should shield yourself with Safeguard and cast Iron Will after 2 auto attacks. Duration of Iron Will is your time to do as much DPS as possible to heal the most, example would be waiting 1 second for your W to be back on with Q already up to use it while Iron Will is on. Killing Scuttle Crab is a very good way to heal yourself up, exactly because of Iron Will.
Animation Canceling
Sonic Wave, Tempest and Hydra actives all cancel out animations which makes expert Lee players able to further enhance their damage output in a fashion very similar to what Riven does. Very important and often overlooked use of that is auto attack+Tempest+Hydra active+auto attack combo – a quick 4-hit combination often useful for wave clear. Animation canceling also enables you to fit 1 auto attack + Tempest/Hydra active immediately after you kick your opponent with Dragon’s Rage.
Insec and it’s variations
Classic Insec – Q+Q+Ward Jump behind the enemy+R – It’s quite basic and well-known, but still manages to catch people off-guard. Your Insec performance can only be hindered by how fluid your Ward Jump will be, that’s why you should focus on mastering this mechanic first before you start learning Insec. Classic Insec has a small counterplay window – your enemy can Flash behind your back after you Ward Jump and thanks to that he’ll get kicked in the opposite direction you’d like him to travel. Your countermeasure here is following his Flash with yours which will make for a huge outplay that’ll send enemy flying escapeless, that is without his Flash.
Flash Insec – Q+Q+R+Flash behind the enemy – Important thing here is the fact that you have to start out the R animation and THEN Flash behind enemy’s back, because he won’t be able to cast anything while you’re casting your ult, making it a more dangerous version of Classic Insec technique. Flash Insec’s effective range can be extended by a Ward Jump or you can choose to save it for the escape – this will be your choice depending on the scenario you’ll be presented with.
Ward Insec – Ward Jump in front of the enemy+R+Flash behind the enemy – This one is the least predictable, because usually your enemy is fixed onto your character and positions himself to dodge your Resonating Strike. This means that sometimes he might try to hide behind enemy champions/minions/monsters etc. which will be just in range for this combo and that’s your cue to use it.
Engage Insec – This is certainly the hardest one to master. It’s an advanced version of Classic Insec. You are supposed to do the Ward Jump before the Resonating Strike even connects with it’s target – your objective here is simply getting behind your target’s back as soon as possible while still saving your Flash up as a potential countermeasure to the enemy Flash. This combo will be your late-game engaging tool that might be able to turn around even the most grim looking games, obviously your target here will be the enemy carry – you aren’t necessarily looking to do a multiknock-up with your ult, but to kick that carry into your team.
MID GAME STAGE
This part of the game is still your major time to shine. With my off-tank build you still should be capable of soloing both enemy carries and sometimes even top laners up to about 30 minutes into the game, that’s why you should be constantly looking for opponent’s solo pushing on the side lanes or basically anyone out of position. Keep in mind that you are pretty much most mobile in the game and that’s why you can aggressively position yourself and often pull off moves too bold for other champions to perform – constantly test your limits and, with enough practice, you’ll learn exactly what you can and can not do.
LATE GAME STAGE
As the game goes on you’ll get outscaled by more and more champions and this is your que to slightly shift your gameplay. You’ll either try to knock-up multiple targets with your ult as a tool for engage/re-engage or try to launch the enemy carry with one of the Insec combos – the game outcome might hinge only on the way you’ll use your Dragon’s Rage.
MAP AWARENESS
It’s common knowledge that you should watch your minimap, especially as a jungler, but there’s more depth to it. As you’ll keep practicing Lee, you’ll either be able to manually look at the nearby lanes with your camera while your spell rotation is on cooldown or as an expert you’ll be able to clear the camps without even looking at them – even if you’re not that advanced you’ve still got the first option at your disposal – that’s why you should abuse every occasion to watch how the lanes are playing out by yourself and see whether there’s a chance to successfully gank the opponent.
While scouting for ganking opportunities it’s good to also imagine what would happen if the enemy jungler was there to counter-gank or theorycraft and assume his position on the map in order to take a well thought-out shot at a gank.
While invading and counter-jungling you should have your eyes nearly glued onto the minimap, because your team mates aren’t always gonna inform you whether their laner began collapsing onto you – any sign of the enemy champion avatars on the minimap starting to move towards is already are a cue to quickly think of an escape path and withdraw from the enemy jungle.
CONCLUSION
There’s a nearly endless depth to the possibilities and skill-cap of Lee Sin and that’s what should push you to strive and constantly learn – take on the hardest champion and squeeze out everything from both yourself and from what the game has to offer. I guarantee you satisfaction every time you thoroughly outplay your opponent. Lee Sin’s greatest enemy is himself and practice is his only weapon so keep working on your Lee Sin and I’ll see you on the Summoner’s Rift.
Siegmeyer
The following content we provide may interest you:
- Legit LoL elo boost by Boosteria
- Season 6 Masteries guide
- Low prices on LoL boosting
- LoL World Championship winners form S1 to S6





