Lee Sin is a champion in League of Legends played in the Jungle, classified as a Diver (legacy: Fighter, Assassin). The Blind Monk uses Energy (200, regen 50/s) and deals Physical adaptive damage. Released April 1, 2011, last changed V26.04, patch V26.04. Lee Sin je champion, který definoval jungle jako roli v League of Legends. Lee Sin has been the most popular jungler in League history for good reason: no other champion offers as much mechanical creativity and playmaking potential. His kit is built on the double-cast system – every basic ability (Q, W, E) has two activations with different effects. This creates a staggering number of ability combinations and sequencing decisions in every fight. The signature play – the Insec – involves Q1 to an enemy, ward-hopping behind them with W, then R kicking them into your team. It sounds simple, but executing it in 0.3 seconds under pressure separates Iron players from Challengers. Lee Sin’s 48.9% overall win rate is deceptive: in expert hands (Grandmaster+), his win rate jumps to 57.47%). That’s one of the largest skill-ceiling gaps in the game. Played correctly, Lee Sin dominates early game, controls objectives, and single-handedly wins teamfights with one perfect R kick.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 645 | 2768.82 |
| Energy | 200 | 200 (regen 50/s) |
| Attack Damage (AD) | 66 | 138.76 |
| Armor (AR) | 36 | 124.49 |
| Magic Resist (MR) | 32 | 72.31 |
| Movement Speed (MS) | 345 | 345 (fixed) |
| Attack Range | 125 (Melee) | 125 (fixed) |
💡 Unique Mechanic – Double-Cast System + Ward-Hop: Every Lee Sin basic ability has two casts. After casting Q1/W1/E1, the ability becomes recastable for 3 seconds with a completely different effect. This doubles Lee Sin’s effective abilities from 4 to 7. The ward-hop technique uses W (Safeguard) to dash to a ward you place. Since W can target allied units (champions, minions, wards), you can place a ward anywhere and instantly dash to it. This gives Lee Sin a free 700-range dash on a 12-second cooldown that works over walls, through terrain, in any direction. Combined with Q dash (1200 range to enemy), Flash (400 range), and R knockback (800 units) – Lee Sin has the most mobility tools of any champion in the game. The ward-hop is also the foundation of the Insec combo: Q to enemy → ward behind enemy → W to ward → R kick enemy into your team. All in ~0.5 seconds.
⚡ Passive: Flurry
INNATE: After casting an ability, Lee Sin’s next 2 basic attacks within 3 seconds gain 40% bonus AS and restore energy: first attack restores 20/30/40 (by level) energy, second restores 10/15/20 (by level) energy.
➡️ Key Mechanic: Flurry is critical for energy management and DPS. Lee Sin uses Energy (200 max, 50/s regen), and abilities cost 50/25/50/25/50/25 energy for Q1/Q2/W1/W2/E1/E2. A full combo (Q1+Q2+W1+W2+E1+E2) costs 250 energy – more than your 200 pool. Flurry solves this by restoring 30–60 energy per ability cast (2 autos × 20+10 at level 1). The optimal pattern is: cast ability → auto → auto → cast next ability → auto → auto. This weaving doubles your DPS (40% AS bonus) AND keeps energy sustainable. Players who spam all abilities without auto-weaving run out of energy instantly and deal 40–50% less damage. In the jungle, always auto twice between ability casts for fastest clear and zero energy issues.
🔊 Q: Sonic Wave / Resonating Strike
Q1 (Sonic Wave) – Cost: 50 Energy | CD: 10/9/8/7/6s | Cast: 0.25s | Range: 1200 | Width: 120 | Speed: 1800
ACTIVE: Fires sonic blast dealing physical damage and marking + revealing target for 3 seconds. While marked, can cast Resonating Strike.
Q2 (Resonating Strike) – Cost: 25 Energy | Range: 1250 | Speed: 1350 + 100% MS
ACTIVE: Dashes to marked enemy dealing physical damage increased by 0–100% based on target’s missing HP.
| Parameter | Value |
| Q1 Damage | 60/90/120/150/180 (+95% bAD) |
| Q2 Min Damage | 60/90/120/150/180 (+95% bAD) |
| Q2 Max Damage (target at 0% HP) | 120/180/240/300/360 (+190% bAD) |
| Total Q1+Q2 (max execute) | 180/270/360/450/540 (+285% bAD) |
💡 Pro Tip: Q2’s damage scales with target’s missing HP – 0% missing HP = base damage, 100% missing HP (near death) = double damage. This makes Q2 a powerful execute ability: always deal your other damage FIRST, then Q2 as a finisher. The combo pattern Q1 (mark) → W1 to ward behind enemy → R kick → Q2 follow-up is optimal because R damage + collision damage chunks the target BEFORE Q2 executes. At max rank with 300 bAD: Q1+Q2 on a near-dead target = 540 + 855 = 1395 physical damage from Q alone. Q1 is also Lee Sin’s primary jungle gap-closer for ganks. Missing Q1 means the gank likely fails. Practice Q1 accuracy – it’s a relatively narrow skillshot (120 width) at 1800 speed. IMPORTANT: Don’t blindly Q2 to every Q1 hit. Q2 dashes you INTO the enemy team. If you Q1 a tank but the enemy team is around, Q2 = suicide. Only Q2 when it’s safe or for a calculated play.
🛡️ W: Safeguard / Iron Will
W1 (Safeguard) – Cost: 50 Energy | CD: 12s | Cast: None | Range: 700 | Speed: 1350 + 100% MS
ACTIVE: Dashes to target allied unit (champion, minion, ward). If ally is a champion, both gain shield for 2 seconds and CD is halved (6s). Can self-cast for self-shield. After casting, can cast Iron Will within 3 seconds.
W2 (Iron Will) – Cost: 25 Energy
ACTIVE: Gains omnivamp for 4 seconds.
| Parameter | Value |
| Shield | 70/115/160/205/250 (+80% AP) |
| Omnivamp (W2) | 10/14/18/22/26% for 4 seconds |
| CD if dashing to champion | 6 seconds (halved) |
➡️ Key Mechanic – Ward-Hop: W can target allied units including wards. Place a ward → instantly W to it = free 700-range dash in any direction. This is the most important Lee Sin technique. It enables: escape over walls (place ward over wall → W to it), the Insec combo (Q to enemy → ward behind them → W to ward → R kick into team), repositioning in teamfights, and general mobility. Always carry a Control Ward or use Trinket for ward-hops. Running out of wards = losing your primary mobility tool. W2’s 26% omnivamp at max rank is also strong in the jungle – W2 + Smite + auto-attacks heals Lee Sin significantly during clears. Iron Will omnivamp applies to ALL damage, including abilities.
🌊 E: Tempest / Cripple
E1 (Tempest) – Cost: 50 Energy | CD: 8s | Cast: 0.25s | Radius: 450
ACTIVE: Smashes ground dealing magic damage to nearby enemies, marking + revealing for 4 seconds (reveals invisible enemies). After hitting, can cast Cripple.
E2 (Cripple) – Cost: 25 Energy | Radius: 550/600
ACTIVE: Slows all marked enemies, decaying over 4 seconds.
| Parameter | Value |
| E1 Magic Damage | 35/60/85/110/135 (+100% AD) |
| E2 Slow | 35/45/55/65/75% decaying over 4 seconds |
💡 Pro Tip: Tempest deals magic damage – this is important because Lee Sin’s kit is otherwise entirely physical. E provides mixed damage that tanks can’t fully stack armor against. E1 also reveals invisible/stealthed enemies (Evelynn, Shaco, Twitch, Akali Shroud) within 450 radius. Use E reactively when you suspect invisible enemies nearby. E2’s 75% slow at max rank is massive for sticking to targets after Q2 dash. Standard gank pattern: Q1 hit → Q2 dash in → E1 (AoE damage + mark) → auto → auto → E2 (75% slow) → auto → auto. This maximizes damage through Flurry weaving while the slow prevents escape.
🥊 R: Dragon’s Rage (Ultimate)
CD: 110/85/60s | Cast: 0.25s | Range: 375 | Knockback: 800 units | Collision Radius: 160
ACTIVE: Roots target enemy champion during cast, then roundhouse kicks them dealing physical damage and knocking them back 800 units (airborne for 1 second). Enemies hit by the knocked-back champion take the same damage + bonus damage based on kicked target’s bonus HP and are knocked up for 1 second.
| Parameter | Value |
| Kick Damage | 175/400/625 (+200% bAD) |
| Collision Damage | 175/400/625 (+200% bAD) + 12/15/18% kicked target’s bonus HP |
| Knockback Distance | 800 units |
| Collision Knockup | 1 second (airborne) |
➡️ Key Mechanic: Dragon’s Rage is the most impactful single ability in League of Legends). At max rank with 300 bAD: kick deals 625 + 600 = 1225 physical damage) to the primary target AND 1225 + 18% bonus HP to ALL enemies hit by the knockback. Against a 3000 bonus HP tank kicked into 3 enemies: 1225 + 540 = 1765 AoE physical damage + 1-second knockup on the entire backline). That’s a teamfight-winning ability on a 60-second CD. The Insec Combo: Q1 to enemy ADC → Q2 dash to them → immediately ward behind them → W to ward (now you’re behind them) → R kick them into your team. All in ~0.5 seconds. The enemy carry goes from “safe behind team” to “knocked 800 units into 4 enemies.” Flash-R Insec: Even faster – Q1 hit → Q2 dash → Flash behind enemy → R. Flash is 400 range instant blink, faster than ward-hop. This variant is virtually impossible to react to.
🔥 Essential Lee Sin Combos
1. Standard Gank: Q1 → Q2 → E1 → AA → AA → E2
Q1 skillshot from fog of war → Q2 dash to target → E1 AoE damage + mark → 2 Flurry autos (energy restore + 40% AS) → E2 slow. This is the safe, reliable gank combo. Deals solid damage with Flurry weaving and the 75% slow prevents escape for your laner to follow up.
2. Insec: Q1 → Q2 → Ward → W1 → R
Q1 hit enemy carry → Q2 dash to them → place ward behind them → W1 to ward (now behind) → R kick into team. THE signature Lee Sin play. Practice this in Practice Tool until muscle memory is instant. Key: place the ward BEHIND the target relative to your team’s position. The kicked target flies 800 units toward your team, knocking up anyone in the path.
3. Flash-R Insec: Q1 → Q2 → Flash → R
Same as Insec but Flash replaces ward-hop. 0.1 seconds faster and virtually unreactable. Flash behind enemy → immediately R before they can respond. Costs Flash (300s CD) so use selectively for high-value targets (enemy carry in teamfight). This combo wins games and is the highest-skill expression in League.
4. Chinese Insec: Ward → W1 → Q1 → R → Q2
Place ward near enemy → W1 dash to ward → Q1 from point-blank (easier to hit) → R kick enemy away → Q2 follows the kicked enemy for execute damage. This variant is used when Q1 accuracy from range is uncertain – ward-hop in first, then Q from melee range (can’t miss), R kick, then Q2 follows for massive execute.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-5) – Aggression and Ganks
- Strongest Level 3 Duelist: Lee Sin is one of the strongest level 3 junglers. Q1+Q2 execute + E slow + W shield + Flurry AS – no jungler out-duels Lee Sin early. Invade the enemy jungle aggressively. If you spot the enemy jungler at their second buff, contest it. You win almost every 1v1 at levels 2–4.
- Gank Heavy Pathing: Start Raptors → Red → Krugs (level 3) → immediately gank mid or bot. Lee Sin’s Q1 from fog of war is devastating at level 3. Alternatively, 3-camp into invade if the enemy jungler is weak (Karthus, Evelynn, Amumu). The goal is to impact the map before level 6 – every minute spent farming instead of ganking is wasted Lee Sin potential.
- Auto-Weaving (CRITICAL): In jungle clears and fights, ALWAYS auto-attack twice between ability casts. Ability → AA → AA → Ability. Flurry’s 40% AS + energy restore makes this mandatory. Spamming abilities without autos = 50% less DPS + instant energy drain. This is the #1 difference between good and bad Lee Sin players.
Mid Game (Levels 6-10) – Insec and Objectives
- R Level 6 Power Spike: Dragon’s Rage at rank 1 deals 175 (+200% bAD) – with typical level 6 stats (~100 bAD), that’s 375 physical damage + 800-unit knockback. Combined with Q execute, Lee Sin’s level 6 burst often kills squishy targets from 60% HP. Look for R kicks under tower for easy kills.
- Objective Control: Lee Sin’s Q2 execute + Smite creates one of the strongest objective secures in the game. Q1 Dragon/Baron → wait for low HP → Smite + Q2 simultaneously. The combined burst deals 1000+ damage in an instant, making it nearly impossible for enemies to outsmite you.
- Flash-R Teamfights: At level 6+, Lee Sin’s teamfight contribution is R. Position on the flank. When the enemy carry is accessible, Flash → R kick them into your team. One successful Flash-R on the enemy ADC wins the teamfight. Always track enemy carry position on the minimap for Insec opportunities.
Late Game (Levels 11+) – Fall-Off and Team Peel
- Lee Sin Falls Off: Lee Sin’s damage doesn’t scale well into late game. At 35+ minutes, enemies have enough HP and armor to survive your full combo. Transition from assassin to utility tank/diver. Your R knockback is still 800 units and 1-second knockup regardless of damage. Use R defensively to peel for your carry: kick the enemy diver AWAY from your ADC.
- Pick Potential: In late game, one successful Insec can still win the game. If you catch the enemy ADC with Q and Insec them into your team, the resulting 4v5 ends the game. Ward aggressively, look for vision, and wait for one mistake from the enemy carry. One Insec at 35 minutes = Nexus.
❌ Common Mistakes and How to Avoid Them
- Following Every Q2: Just because Q1 hit doesn’t mean you MUST Q2. Q2 dashes you into the enemy. If you Q1 a tank surrounded by their team, Q2 = suicide. Only Q2 when: the target is isolated, you can win the duel, or you have a specific plan (Insec combo). Learn to use Q1 as poke without committing Q2.
- Not Auto-Weaving: Spamming Q1 → Q2 → E1 → E2 → W1 without autos loses 40–50% of Lee Sin’s total damage) and drains all energy instantly. Always: ability → AA → AA → ability. This is non-negotiable.
- Kicking Wrong Target: R kicks ONE target 800 units. Kicking the enemy tank INTO your team is catastrophic – you’ve just delivered a free engage for their frontline. Always kick the squishy carry. If the tank is in front of the carry, wait for better positioning or kick the tank AWAY instead.
- No Wards for Ward-Hop: Running out of wards = no W mobility. Always carry Control Ward + Trinket). Swap to Oracle Lens only after confirming you have ward-hop options available. A Lee Sin without wards is a Lee Sin without his signature mechanic.
⚙️ Recommended Build and Itemization (51% WR)
Core Items
- Profane Hydra: First item. AD + ability haste + Cleave passive for AoE jungle clear. Profane Hydra’s active burst adds ~150 damage to combos, amplifying Lee Sin’s already-strong early burst. The AoE also improves wave clear and teamfight damage.
- Plated Steelcaps: Armor boots for surviving against AD-heavy teams. Lee Sin dives into fights and needs durability to survive after comboing. Mercury’s Treads alternative against heavy CC.
- Sundered Sky: HP + AD + ability haste. Passive heals on first hit against champions, synergizing with Lee Sin’s dive-and-fight pattern. The sustain from Sundered Sky + W2 omnivamp makes Lee Sin surprisingly durable in extended skirmishes.
Scaling Items
- Death’s Dance: AD + ability haste + damage delay passive. Converts burst damage into bleed over time, giving Lee Sin seconds of survivability after diving. The cleanse-on-takedown effect refunds HP when Lee Sin gets a kill mid-fight.
- Guardian Angel: Revive passive. After Insec-kicking the enemy carry into your team, Lee Sin often dies. GA revives you for the cleanup. The armor also helps against AD threats.
- Sterak’s Gage / Black Cleaver: Sterak’s for anti-burst shield when diving. Black Cleaver for armor shred stacking through Flurry rapid autos + E AoE. Both provide HP + AD for the bruiser Lee Sin late-game identity.
🔶 Runes
Primary – Precision:
- Conqueror: Lee Sin’s optimal keystone. Flurry auto-weaving (2 autos per ability) stacks Conqueror rapidly – full stack in one Q+AA+AA+E+AA+AA combo. At max stacks: bonus AD + healing. The sustained fight pattern (auto-weave between abilities) keeps Conqueror permanently stacked.
- Triumph: Heal on takedown. Lee Sin dives into multiple enemies for Insec plays – Triumph healing after the kicked target dies keeps him alive for the follow-up fight.
- Legend: Alacrity: Bonus AS. Faster Flurry autos = faster energy restore = more abilities cast per fight = more damage and mobility.
- Coup de Grace: Bonus damage to low-HP targets. Synergizes perfectly with Q2’s execute mechanic – Coup de Grace amplifies the already-increased Q2 damage on low-HP enemies.
Secondary – Inspiration:
- Cosmic Insight: Summoner spell CDR. Lower Flash CD = more Flash-R Insec opportunities. Lower Smite CD = better objective control.
- Magical Footwear: Free boots at ~12 minutes. Saves 300 gold that Lee Sin can redirect toward his first item power spike. The slight bonus MS also helps gap-closing for ganks.
⚔️ Counter Picks & Matchups
✅ Lee Sin Counters (Strong Against)
1. Zed / Qiyana (Squishy AD Junglers)
Why: Lee Sin out-duels squishy AD junglers at every stage of early game). Q execute + Flurry autos + W shield wins every 1v1 against assassin junglers. Lee Sin’s E reveals Zed shadows and Qiyana stealth. Invade their jungle aggressively.
2. Maokai
Why: Maokai is slow, immobile, and reliant on E sapling poke). Lee Sin dodges saplings with Q/W dashes and out-duels Maokai at every camp. Lee Sin’s early aggression prevents Maokai from reaching his tanky late-game power.
3. Evelynn
Why: Evelynn is extremely weak pre-6) and Lee Sin’s E reveals her camouflage. Invade Evelynn at level 3 for guaranteed kills. She can’t fight Lee Sin in any scenario before 2 items.
❌ Lee Sin Countered By
1. Rammus
Why: Rammus stacks armor and returns physical damage). Lee Sin’s entire kit is physical. Q2 dash + Flurry autos against Rammus’s Spiked Shell = Lee Sin kills himself. Rammus W (Defensive Ball Curl) makes him nearly immune to Lee Sin’s damage while taunting him in place.
2. Rek’Sai
Why: Rek’Sai out-duels Lee Sin at levels 3–6) with Furious Bite true damage execute. Her tremor sense detects Lee Sin’s ward-hops, and her tunnel system provides equal mobility. Lee Sin can’t escape Rek’Sai’s R (Void Rush) lock-on.
3. Ivern
Why: Ivern doesn’t fight – he supports). Lee Sin can’t invade Ivern effectively because Ivern doesn’t duel. Ivern’s shields and Daisy protect his team from Lee Sin’s Insec attempts. Lee Sin’s early aggression is wasted against a jungler who avoids combat entirely.
FAQ
Q: How do I perform the Insec combo?
A: Q1 hit enemy → Q2 dash to them → immediately place ward behind them → W to ward (now you’re behind) → R kick toward your team. Practice in Practice Tool: set up a dummy, practice Q → Q2 → ward → W → R until it takes under 1 second. The Flash variant (Q2 → Flash behind → R) is faster but costs Flash.
Q: Why is Lee Sin’s win rate so low (48.9%)?
A: Lee Sin has the highest pick rate in jungle (11.1%) and extreme skill ceiling). Most players can’t execute his combos consistently, dragging the average WR down. In Grandmaster+ where players master his mechanics, Lee Sin’s WR jumps to 57.47% – one of the highest in the game. His WR reflects player skill, not champion strength.
Q: Should I use Q2 every time Q1 hits?
A: NO. Q2 dashes you into the enemy). Only Q2 when: target is isolated, you win the duel, you’re doing an Insec, or for jungle camp execute. Using Q2 into 3+ enemies without a plan = instant death. Q1 alone is good poke/scouting.
Q: Does Lee Sin fall off late game?A: Yes. Lee Sin’s damage falls off significantly after 25–30 minutes). Enemies get tanky enough to survive full combos. Transition to a utility bruiser role: use R to peel for your carry or Insec the enemy carry. R’s 800-unit knockback + 1-second knockup is impactful regardless of damage.