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Lee Sin

Champion guide

Patch 26.16

Lee Sin

The Blind Monk

  • Fighter
  • Jungle
  • Energy

The most demanding and most rewarding jungler on the Rift: a huge early-game window, mobility that allows anything, and an ultimate that can turn a fight by kicking the right target to the right place.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
513+85
HP regen (per 5s)
6.95+0.7
Energy
200+0
Energy regen (per 5s)
50+0
Attack damage
59+3.2
Attack speed
0.651+3 %
Armor
23.7+3.7
Magic resist
31.25+1.25
Attack range
125
Move speed
350

Abilities

Lee Sin, Flurry

Passive

Flurry

After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.

  • Lee Sin Q, Sonic Wave / Resonating StrikeQ

    Sonic Wave / Resonating Strike

    5 ranks
    Cooldown
    11/10/9/8/7 s
    Cost
    50 Energy
    Range
    1,100
    Damage
    50/80/110/140/170 (+90 % AD bonus)
    Damage
    50/80/110/140/170 (+90 % AD bonus)

    Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+90 % AD bonus) 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 (+90 % AD bonus) physical damage plus 8% of their missing Health.

  • Lee Sin W, Safeguard / Iron WillW

    Safeguard / Iron Will

    5 ranks
    Cooldown
    9 s
    Cost
    50 Energy
    Range
    700
    Shield
    40/80/120/160/200 (+80 % AP)

    Safeguard: Lee Sin rushes towards a target ally, shielding them both for 40/80/120/160/200 (+80 % AP) damage over the next 5 seconds. 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 5/9/13/17/21% Life Steal, Spell Vamp, and 10/15/20/25/30 Armor.

  • Lee Sin E, Tempest / CrippleE

    Tempest / Cripple

    5 ranks
    Cooldown
    10 s
    Cost
    50 Energy
    Range
    425
    Damage
    60/95/130/165/200 (+100 % AD bonus)

    Tempest: Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+100 % AD bonus) 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, Slowing their Movement and Attack Speed by 30/37.5/45/52.5/60%. Movement and Attack Speed recover gradually over the duration.

  • Lee Sin R, Dragon's RageR

    Dragon's Rage

    3 ranks
    Cooldown
    90/75/60 s
    Cost
    No cost
    Range
    375
    Damage
    200/400/600 (+200 % AD bonus)

    Lee Sin performs a powerful roundhouse kick Knocking an enemy champion back, dealing 200/400/600 (+200 % AD bonus) 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.

In short

Lee Sin is a tempo champion: he imposes his rhythm on the early game and looks to convert that lead before the others scale. Each ability has two casts, a first activation then a second effect, which makes his kit an enormous toolbox. Sonic Wave marks then chases the target, Safeguard shields and dashes to an ally, Tempest reveals and slows, and Dragon's Rage kicks a target in the direction of your choice.

If you like taking the initiative, stacking ganks and feeling that your skill directly changes the game's outcome, he's the pick. But he's also the most punishing: he runs on energy, not mana, so you have to ration your spells, and his explosive early is paid for by a late game where he falls off if you haven't already taken the lead.

Strengths and weaknesses

His mobility is nearly unmatched: between the Sonic Wave dash, the Safeguard jump to an ally or a ward, and the Tempest reveal, Lee Sin goes anywhere, crosses walls and ganks from angles no other jungler has. His early is brutal: he can invade, duel and force objectives while others are still farming. And Dragon's Rage is a one-of-a-kind control tool, able to isolate a key target or send a diver back into their own team.

The downside is double. His technical demand is real: one missed combo, one Sonic Wave off target, and his window is gone. Above all, he doesn't scale: past the mid-game, his damage plateaus as enemy carries gear up. A Lee Sin who hasn't turned his early into a concrete lead becomes an average jungler in a fragile body.

Jungle tempo

Your jungle runs on pressure, not patient farming. Your clear is fine and Safeguard keeps you alive through its lifesteal, but your real value is elsewhere: on the lanes. From the first levels, look for the gank angle, jump over a wall or onto a ward placed ahead, stick your Sonic Wave and chain in. Every lane you unlock early is a lead the enemy team won't easily claw back.

Manage your energy like a scarce resource: empty it and you're left with no escape at the worst moment. Always keep enough for a second dash to get out. Invading and stealing enemy camps is part of your game when you're ahead, but don't overplay it: diving an enemy jungle with no vision hands your head to a counter-gank.

Power spikes

Lee Sin is at his peak from the first levels and stays there all early game. That's when you have to do your job: repeated ganks, objective pressure, invades when the chance appears. His full kit is available very early, and your lead is built now or never.

His ultimate marks the real tactical turning point: Dragon's Rage adds to your toolbox a move that can decide a fight, by isolating a target or saving an ally. But stay clear-eyed about his curve: the longer the game runs, the more your impact depends on the lead already taken, not on your items. Play every minute of the early game as if it counts double, because it does.

Teamfights and positioning

In a teamfight, you're not a simple diver: you're a positioning tool. Your most important decision is how you use Dragon's Rage. On offense, you leap into the enemy team and kick their carry back toward yours, isolated and doomed. On defense, you kick the assassin threatening your backline far from the fight. It's a single button, choose its use before you engage.

Your mobility lets you enter and exit, provided you keep a dash in reserve: Safeguard to an ally or a ward is your way out. Don't spend all your energy and all your dashes on the entry. A Lee Sin who dives with no exit plan dies the moment his combo lands; a Lee Sin who keeps an out can turn the fight, hit the right target and get back out alive.