Lee Sin
(Jungler)
11,643 matches (
Last 2 days )
15.2%
Popularity
50.3%
Winrate
15.3%
Ban Rate
Popularity History
Winrate History
Ban Rate History
Skill Orders
Q
W
E
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Q | Q | Q | Q | Q | |||||||||||||
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W | W | W | W | W | |||||||||||||
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E | E | E | E | E | |||||||||||||
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R | R | R |
Popularity: 46.7% -
Winrate: 51.2%
Starting Build
Popularity: 49.6%
Winrate: 49.9%
Winrate: 49.9%
Core Build
Popularity: 10.6%
Winrate: 58.6%
Winrate: 58.6%
Boots
Popularity: 41.8%
Winrate: 51.7%
Winrate: 51.7%
Final Item Options
Lee Sin Pro Players Builds
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Eckas
8 /
0 /
7
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VS
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Q
W
E
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Scorth
4 /
0 /
3
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VS
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Q
W
E
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Scorth
10 /
3 /
22
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VS
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Q
W
E
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Scorth
11 /
2 /
9
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VS
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Q
W
E
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Career
8 /
8 /
8
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VS
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Q
W
E
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Recent changes
Patch 16.5
We’re in the fortunate position where Lee Sin is buffable for both regular players as well as pro, which means we’re going to deliver some simple power. We want to reinforce his primary strength of early game power and lethality, so we’re buffing his highest fantasy early game damage ability.
Patch 16.4
Right now Lee Sin's W2 is the only ability in the game that grants both Life Steal and Spell Vamp. We're looking to combine those into Omnivamp along with a couple other systemic changes to maintain similar gameplay with clearer wording.
Patch 15.19
Lee Sin is a very performant jungler at almost all levels of play but is suspiciously absent from pro. Our goal with this patch is a series of power-neutral adjustments that should give him a sharp early game strategic niche without significantly changing his win rate.
Patch 15.14
Base AD decreased.
Lee Sin's been doing pretty well for himself after the last set of buffs, and while we're pretty happy with his pattern overall, he's performing a little better than we'd like so we're taking his AD down just a tad.
Patch 15.12
E cooldown decreased, slow amount decreased.
Lee Sin hasn’t been seen much in the jungle this season, so we want to give him a bit more power to move him into the pool of viable champions for pro play in MSI. We’re choosing to lean into his Tempest here, as it should help players feel like they’re able to get access to a more reliable slow more consistently which is particularly helpful in the highest levels of play.
Patch 14.20
Base AD increased.
Lee Sin was one of the champions hit hardest by this patch and we're giving him some power back to get some pep back in his steps. We don't think his early game is strong enough considering how significantly he falls off (even more so now), so we’re buffing his clear and early skirmishing to give him a stronger chance to solidify a lead.
Patch 14.13
Health Growth increased. W shield increased at lower ranks.
Lee Sin is weaker than he ought to be, so he's getting some buffs. He's already pretty lethal right now, so we're playing up his defensive outputs instead. Also noteworthy is that about 25% of Lee Sin players max Tempest / Cripple second, which appears to be worse than the more traditional W-max, so we're making that less wrong by frontloading some of W's power.
Patch 13.19
Base armor increased. W lifesteal and spell vamp increased. E magic damage increased.
We're certainly aware of the "It's Worlds, time to buff Lee Sin" memes but in all honesty, most Lee Sin players aren't finding much success in their games at home, even in high-skill games. We're targeting a mix of guaranteed power via armor and making a button press for Lee more impactful. A short window of 5% omnivamp is just not enough power to make W2 worth pressing outside of activating his passive, so we're giving it a solid increase in early power that falls off late game. We're also aware that some players have begun taking him into solo lanes, where he maxes E - Tempest/Cripple second. Bringing up early Iron Will sustain will disproportionately help those lanes, so we're preemptively addressing that role with a nerf.
Patch 13.13
Q damage increased.
Lee Sin has been in a fairly weak spot in solo queue and he hasn't been seen much play in Pro either (where he's often picked despite his solo queue win rate). We're specifically increasing the scaling on his Q in order to make landing it more rewarding in later stages of the game, where it's difficult to land and risky to take during large teamfights.
Patch 13.7
Base AD decreased, base armor decreased.
You’ve seen Lee Sin on the biggest stages like MSI and Worlds. It’s no surprise that he’s a favorite jungler at the pro level. But we don’t want him to be so strong he overshadows all other viable junglers. At this point in time Lee’s early game power is what’s pushing him into the top tier, so we want to bring them down just a tad.
Patch 13.3
Q AD ratio increased. E base damage decreased, slow increased.
Lee Sin rarely gets to be strong in the hands of us mere mortals since his skill cap is so high. We don't want to lower his skill expression, so by granting him more damage in the mid game and a bit more utility late game, we're hoping he can find success even without 300 APM kick combos.
Patch 12.18
Health growth increased. W lifesteal and spellvamp increased.
Would this even be a Worlds patch without a Lee Sin buff? Jokes aside, Lee isn't in a great spot right now. He hasn't seen much play in Pro recently and has been struggling quite a bit in solo queue, so we're giving this fan and pro favorite some high skill level skewed buffs to help him find his place once again.
Patch 12.15
Q, W, and E reactivation energy costs decreased.
As a system, energy is intended to give champions spikes of power that fall off with extended combat times. Given the current state of the game and more extended fights, champions that use energy as a resource have found it more difficult to find success before their energy depletes (note: this section is repeated for energy users in this patch). In Lee Sin’s case, we’re slightly decreasing the energy he needs so that he has a bit more leeway to recast his spells during combos.
Patch 12.11
Base AD increased. Q damage increased.
Lee Sin has been struggling to consistently snowball his early leads since the Durability Update, so we're rolling back some nerfs implemented in 12.7 to help him find his footing again.
Patch 12.7
Base AD decreased. Q base damage decreased.
We're looking (no pun intended) to bring down Lee Sin's jungle clear speed and early game threat in order to reduce his impact on Pro play. We're targeting his base damage instead of his cooldowns to ensure his passive's rhythm remains the same.
Patch 11.18
Base attack damage decreased.
Despite all his previous nerfs, Lee Sin has still been a super duper high priority Pro pick in jungle. (The blind monk was so popular, he got either picked or banned in 100% of LCK games during patch 11.16!) Tapping him down yet again with an early game nerf to clear the jungle champ pool for Worlds.
Patch 11.16
W omnivamp decreased.
Lee Sin came out of our 11.13 nerfs kicking, making his way from dominating lanes straight into dominating the jungle. This time, we’re laying down a straightforward nerf that should curb his early- to mid-game dueling power.
Patch 11.13
E base damage decreased later.
Lee Sin has been dominating mid and top lane in all levels of play, especially at the highest tiers. We’re tempering down the max power of one of his more reliable in-lane abilities so that we’re not blindsiding him in the jungle.
Patch 11.11
E cooldown increased.
Lee’s buff in patch 11.8 shot him higher than anticipated in every role (jungle, top, and mid), so we’re partially pulling it back.
Patch 11.8
E cooldown decreased.
We’re giving Lee Sin more clear to help him keep an eye on other top junglers.
Patch 11.4
Q cooldown decreased.
Lee’s also been struggling with the new items, and could use some buffs to push him towards his visions of zooming around the map.
Runes
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Popularity: 83.3% -
Winrate: 50.1%
Best Lee Sin players
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악마의삶 이종하#KR1
KR (#1) |
81.1% | ||||
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Elion#DiaG
EUW (#2) |
76.6% | ||||
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K0reanKImchic#NA1
NA (#3) |
79.1% | ||||
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Hekapu#RU1
RU (#4) |
84.1% | ||||
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LPL SIayer#vn2
VN (#5) |
77.6% | ||||
Mastery points ranking
| 1. | 11,395,826 | |
| 2. | 9,922,324 | |
| 3. | 9,342,573 | |
| 4. | 8,596,096 | |
| 5. | 7,305,511 | |