LEE SIN Wild Rift
S+
Wild Rift Jungle
119
38 830

Wild Rift: LEE SIN - Build Guide (Items, Runes, Skills Leveling) Wild Rift Assassins Wild Rift Fightrs
ADJUST

Damage
10
Toughness
6.6
Utility
3.3
Difficulty
10
League of Legends: Wild Rift LEE SIN, role - Assassin / Fighter. Use the guidelines to take your LEE SIN Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position LEE SIN is in the rating table, go to the - Tier List page.
attackdamage 66 (4.57)
heal 670 (105)
healthregeneration 10.5 (0.71)
attackspeed 0.8 (0.02)
mana 0 (0)
mpreg 0 (0)
movementspeed 355 (0)
armor 35 (4.7)
magicresistance 38 (1.64)
criticalstrike 175 (0)
energy 175 (0)

Wild Rift Jungle Jungle LEE SIN's Build items and runes for LoL Wild Rift

Key items
Starting
Long Sword Wild Rift

Long Sword

+12 Attack Damage

500

Core
Youmuu's Ghostblade Wild Rift

Youmuu's Ghostblade
Increases Movement Speed

+50 Attack Damage
+15 Ability Haste

Slice:  +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

2900

Trinity Force Wild Rift

Trinity Force
Well-Rounded

+250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3533

Black Cleaver Wild Rift

Black Cleaver
Physical Damage reduces Armor

+350 Max Health
+40 Attack Damage
+20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3000

Boots
Plated Steelcaps Wild Rift

Plated Steelcaps
Armor

Footwear: +45 Move Speed.
Enhanced:  +15 Armor.
Block: Blocks 15% of damage from attacks.

1000

Mercury's Treads Wild Rift

Mercury's Treads
Tenacity

Footwear: +45 Move Speed.
Enhanced:  +10 Magic Resist.
Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.

1000

Protobelt Enchant Wild Rift

Protobelt Enchant
Small dash

Protobelt (Active): Dash forward and unleash a cone of missiles that deal 75-145 magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. (60s Cooldown)

800

Е
Stasis Enchant Wild Rift

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Е
Defense options
Thornmail Wild Rift

Thornmail
Reflects damage and deduces enemy healing

+100 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 magic damage + 6% bonus armor + 1% bonus health to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also inflicts 60% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Randuin's Omen Wild Rift

Randuin's Omen
Attack to heal from enemy Critical Strikes

+400 Max Health
+55 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 second(s) when struck by basic attack.
Determination: When you are critically struck, gain stacks of Determination for 5 seconds equal to (melee 16% / ranged 10%) of the pre-mitigation, consume all Determination and heal yourself for the same amount.

2800

Force of Nature Wild Rift

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+50 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 6 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2850

Maw of Malmortius Wild Rift

Maw of Malmortius
Taking magic damage triggers a shield

+45 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Magic damage that puts you under 35%  Health grants a shield that absorbs 350 bonus magic damage for 5 seconds. (90s Cooldown)
Lifegrip: Triggering Lifeline grants 30 Attack Damage, 10% Omnivamp until exiting combat.

2800

Build items options
LEE SIN - Main Build 👑
Youmuu's Ghostblade Wild Rift

Youmuu's Ghostblade
Increases Movement Speed

+50 Attack Damage
+15 Ability Haste

Slice:  +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

2900

Trinity Force Wild Rift

Trinity Force
Well-Rounded

+250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3533

Death's Dance Wild Rift

Death's Dance
Delays damage taken

+35 Attack Damage
+40 Armor
+15 Ability Haste

Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 35% of physical damage received (15% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.

3000

Guardian Angel Wild Rift

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Mortal Reminder Wild Rift

Mortal Reminder
Armor Penetration (%)

+45 Attack Damage

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage applies a 40% Grievous Wounds to enemy champions for 3 seconds. If the enemy is below 50%  Health, this effect is increased to 60% Grievous Wounds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3000

LEE SIN - Alternative Build #1
Youmuu's Ghostblade Wild Rift

Youmuu's Ghostblade
Increases Movement Speed

+50 Attack Damage
+15 Ability Haste

Slice:  +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

2900

Trinity Force Wild Rift

Trinity Force
Well-Rounded

+250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3533

Mortal Reminder Wild Rift

Mortal Reminder
Armor Penetration (%)

+45 Attack Damage

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage applies a 40% Grievous Wounds to enemy champions for 3 seconds. If the enemy is below 50%  Health, this effect is increased to 60% Grievous Wounds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3000

Guardian Angel Wild Rift

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Испытание Стерака Wild Rift

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage. Only applies to melee champions.
Lifeline: Damage that puts you under 35%  Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size and grants 30% Tenacity for 8 seconds.

3000

LEE SIN - Alternative Build #2
Youmuu's Ghostblade Wild Rift

Youmuu's Ghostblade
Increases Movement Speed

+50 Attack Damage
+15 Ability Haste

Slice:  +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

2900

Black Cleaver Wild Rift

Black Cleaver
Physical Damage reduces Armor

+350 Max Health
+40 Attack Damage
+20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3000

Death's Dance Wild Rift

Death's Dance
Delays damage taken

+35 Attack Damage
+40 Armor
+15 Ability Haste

Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 35% of physical damage received (15% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.

3000

Guardian Angel Wild Rift

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Mortal Reminder Wild Rift

Mortal Reminder
Armor Penetration (%)

+45 Attack Damage

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage applies a 40% Grievous Wounds to enemy champions for 3 seconds. If the enemy is below 50%  Health, this effect is increased to 60% Grievous Wounds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3000

Keystone Runes
Electrocute

Electrocute
Burst Damage

Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.

Damage: 40-194 () + 40% bonus AD + 25% AP.

Cooldown: 20-13s

Summon Aery

Aery
Poke, Protect

Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.

Damage: 10-60 () + 20% bonus AD + 10% AP.
Shield: 20-120 () + 40% bonus AD + 20% AP.

Aery cannot be sent out again until she returns to you.

Phase Rush

Phase Rush
Mobility, Ability Haste

Using 3 basic attacks or basic abilities on an enemy champion within 4s grants Ability Haste, Movement Speed and reduces the remaining cooldown of basic abilities by 20%.

Duration: 3s.

Movement Speed bonus: Melee - 40%-60% () | Ranged - 30-50% ().

Ability Haste: 25.

Cooldown: 12s

Conqueror

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 2-6 bonus AD or 3-9 AP for 6s.

Fully stacked bonus: Melee - 8%, Ranged - 5% bonus omnivamp.

Fleet Footwork

Fleet Footwork
Mobility, Heal

Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if attack a champion.

Heal: 15-85 () + 30% bonus + 30%.

Movement Speed bonus: 20% for 1s.

When attacking a champion, restore 8% missing mana or 8% missing energy.

Heals for: Melee 60% | Ranged 20% when attacking minions or monsters.

Grasp Of The Undying

Grasp of Undying
Tank, Heal

Every 3s in combat, your next attack on a champion will be enhanced.

Bonus magic damage: 3% + 20% bonus + 10%.

Heal: 2%.

Permanently health increase: 5.

On Ranged champions, the effects are reduced by 60%.

Aftershock

Aftershock
Control, Offense

After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.

Defenses: 35 AR + 60% bonus and 35 MR + 60% bonus for 2.5s.

Damage: 12-110 () + 3% max, magic damage.

Cooldown: 20s

Font Of Life

Font of Life
Team Heal

Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.

Ally Heal: 6% of your max + 30% of your.
Self Heal: 2% of your max + 10% of your.

Mark duration: 3s

Cooldown: 10s for Melee champions, 15s for Ranged champions.

Subsequent heals from other ally's marks are reduced to 25%.

Kraken Slayer

Kraken Slayer
True Damage

Gain stacks when hitting a champion with attacks. When reaching 3 stacks, deal bonus true damage on that attack.

When not attacking a champion for 3 seconds, the stacks will reset.

Damage 28-84 () + 30% bonus + 20%.

Lethal Tempo

Lethal Tempo
Attack Speed

Gain stacks of attack speed when attacking enemy champions. Stacks up to 6 times.

When fully stacked, gain additional Attack Speed.

Each stak: increase 7-13% (Melee) or 4-10% (Ranged) Attack Speed for 6 seconds.

Full stack bonus: Gain 40% Attack Speed.

Domination Runes
Brutal

Brutal
On-hit Damage

Basic attacks deal 12-19 bonus adaptive damage on-hit against champions.

Gathering Storm

Gathering storm
Increasing AD/AP

Every 3 minutes, gain increasing Adaptive AD or AP. Totaling: 2, 5, 9, 14, ect AD или 4, 10, 18, 28, ect AP based on game time.

Hunter Vampirism

Hunter - Vampirism
AD/AP, Vamp

Gain 2% physical vamp or 2% magic vamp. Unique champion takedowns grant 2 AD with 1% physical vamp or 4 AP with 1% magic vamp. (Adaptive).

Triumph

Triumph
Execute, Heal

Champion takedowns restore 10% missing health. Deal 5% more damage to champion below 35% health.

Champion

Sudden Impact
Armor Penetration, Magic Penetration

After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 13 Armor Penetration and 10 Magic penetration for 4 seconds.

Cooldown: 4s

Weakness

Weakness
Control, Bonus damage

Imparing the movement of enemy champions makes them take 5% more damage in the following 5s.

Scorch

Scorch
Poke

Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.

Cooldown: 8s

Giant Slayer

Giant Slayer
Takedown high health champions

Deal bonus damage based on the enemy champion’s bonus health, up to 14% bonus damage when the enemy champion has 700 bonus health.

Resolve Runes
Adaptive Сarapace

Adaptive Carapace
Health, AR/MR

Gain 50 Health. While below 50% Health, gain 16 AR or 16 MR based on damage type you took more of over the last 60s. (Physical grants AR | Magic grants MR).

Conditioning

Conditioning
Delayed AR/MR

Gain 5 bonus AR and MR after 3 minutes of game time. Every 2 minutes after this gain 2 bonus AR and MR.

Perseverance

Perseverance
Armor and Magic Resistance, Tenacity

Gain 10% tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.

Second Wind

Second Wind
Heal after taking damage

Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Loyalty

Loyalty
Shared Bonus AR/MR

You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.

Bone Plating

Bone Plating
Block Combo-damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Ultimate Shield

Ultimate Shield
Shield

Gain a shield 90-300 after casting your ultimate for 3 seconds. Shield amount is (75 + level × 15 ).

Cooldown: 45s

Nullifying Orb

Nullifying Orb
Shield when low health

If you would take damage from a champion that causes you to fall below 35% of your maximum health, gaina shield for 4 seconds.

Shield: 60 + 50% bonus + 30%.

Cooldown: 60s

Inspiration Runes
Pathfinde

Pathfinder
Mobility, Restore Health, Restore Mana

Gain 30 bonus movement speed in the river. When in the river while out of combat, restore 1.5% missing health or 1.5% missing mana (based on the lowest value) every 1 seconds and gain an additional 20 bonus movement speed.

Mastermind

Mastermind
Objectives, Gold

Deal 10% bonus true damage to epic monsters. Participate in defeating epic monsters to get 100 bonus gold.

Transcendence

Transcendence
CDR

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.

Cooldown: 8s

Sweet Tooth

Sweet Tooth
Honeyfruit, Gold

Increases Honeyfruit healing by 20%. Whenever you or a nearby ally eats a Honeyfruit gain 15 gold.

Pack Hunter

Pack Hunter
Mobility, Team Gold

While near ally champions, gain 2% Movement Speeed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.

Manaflow Band

Manaflow Band
Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Nimbus Cloak

Nimbus Cloak
Movement Speed

After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.

Demolish

Demolish
Destroy Turrets

When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.

Cooldown: 30s

Spells
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite

Smite

Deal 600 true damage to a large or epic monster or minion. Smiting monsters restore 127 Health (70 + 10%). Using smite 3 times upgrades Smite to Chilling Smite.

Hunting License: Permanently earn 20% bonus gold and 20% bonus XP from jungle monsters but temporarily earn 60% less gold and XP from minions.

Tooth and Nail: Deal 15% more damage to jungle monsters. Abilities deals additional 30% more damage to jungle monsters. While you are dealing damage to monsters, restore 40 Health () over 5 seconds.

Recoup: Regen 4 Mana () every second while in the jungle or river.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite

Сhilling Smite

Against enemy champions: Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 132 Health (70 + 10%).

Against champions: Deal 38-184 true damage (38-184) and steal 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Wild Rift LEE SIN's COMBOS + VIDEO GUIDE

🏆SEVERE 🥇HARD 🥈MEDIUM 🥉EASY
Lee Sin One-Shot
Q1
F
W1
W2
E
R
eAA
Q2
AA

Use this combo to unexpectedly kick a priority target into your team while dealing the maximum amount of damage and disengage at the same time.

Start with (Q1) SONIC WAVE, then FLASH immediately to gap close. Use (W1) SAFEGUARD and (W2) IRON WILL behind the enemy, buffer your (E) TEMPEST and (R) DRAGON'S RAGE while dashing. Upon landing, eAA immediately as the enemy is in airborne and (Q2) RESONATING STRIKE to follow your target. Finish with AA. You can pull of this combo more easily by not buffering your (R) while dashing but instead AA first then (R) the enemy upon landing (skip the airborne Auto Attack as it is not always possible).
Only for 💎Premium members. Join our community and unlock the all combos + video!
Lee Sin Protobelt Chinese Insec
PE
F
W
R

Use this combo to quickly dash a great distance and kick an enemy into your team.

Use protobelt-enchant PROTOBELT ENCHANT, then buffer your FLASH and (W) SAFEGUARD to instantly get behind the enemy. (R) DRAGON'S RAGE to kick the target back into your team.
Only for 💎Premium members. Join our community and unlock the all combos + video!
Lee Sin Basic Insec
Q1
Q2
W
R

Use this combo to kick a priority target back into your team.

Use (Q1) SONIC WAVE, then (Q2) RESONATING STRIKE to gap close. While dashing, (W) SAFEGUARD behind the enemy once in range and (R) DRAGON'S RAGE to kick them back.
Only for 💎Premium members. Join our community and unlock the all combos + video!
Lee Sin Early All-In
Q1
Q2
AA
E1
E2
AA
AA
W1
AA
AA
W2
eAA
AA

Use this combo to gank at early levels.

Use (Q1) SONIC WAVE, then (Q2) RESONATING STRIKE to gap close. Upon landing, AA, then (E1) TEMPEST and (E2) CRIPPLE immediately to slow the enemy followed by 2 AAs. Use (W1) SAFEGUARD to stick to your target, AA twice. Finish with (W2) IRON WILL and more AAs. It's important to utilize your (PASSIVE) FLURRY by using AA between your abilities.
Only for 💎Premium members. Join our community and unlock the all combos + video!

Wild Rift LEE SIN's SKILLS LEVELING

SONIC WAVE / RESONATING STRIKE

(Q) SONIC WAVE / RESONATING STRIKE
















SAFEGUARD

(W) SAFEGUARD / IRON WILL
















TEMPEST / CRIPPLE

(E) TEMPEST / CRIPPLE
















DRAGON'S RAGE

(R) DRAGON'S RAGE
















Wild Rift LEE SIN's ABILITIES

P Q W E R
FLURRY

(PASSIVE) FLURRY

Gains 40% Attack Speed for his next 2 attacks within 3 seconds. The first attack restores 20 energy (+10 every 5 levels) and the second restores half of that amount.

Open video

SONIC WAVE / RESONATING STRIKE

(Q) SONIC WAVE / RESONATING STRIKE

10/9/8/7s 50

Sonic Wave: Fires an energy wave that deals 55 physical damage (55/90/125/160 + 100% bonus attackdamage) to enemies and reveals them. Hitting an enemy allows Resonating Strike to be cast within 3 seconds.

RESONATING STRIKEResonating Strike: Dash to enemy marked by Sonic Wave, dealing 60 to 120 physical damage (60/100/140/180 + 100% bonus attackdamage to 120 + 200% bonus attackdamage) based on its missing Health.

Open video

SAFEGUARD

(W) SAFEGUARD / IRON WILL

17s 50

Safeguard: Dashes to target location. If an enemy is nearby on arrival, Lee Sin shields himself for 60 (60/120/180/240 + 100% abilitypower) for 2 seconds. Allows Iron Will to be cast within 3 seconds.

Safeguard's cooldown is reduced by 0.5 seconds with each attack.

SAFEGUARDIron Will: Empowers next two attacks to deal an additional 26 magic damage (26/39/52/65 + 40% abilitypower) and gain 16/24/32/40% Omnivamp.

Open video

TEMPEST / CRIPPLE

(E) TEMPEST / CRIPPLE

10s 50

Tempest: Deals 90 magic damage (90/140/190/240 + 100% bonus attackdamage) to nearby enemies and reveals them. Hitting an enemy allows Cripple to be cast within 3 seconds.

CRIPPLECripple: Slows enemies hit by Tempest by 30/40/50/60% decaying over the course of 4 seconds.

Open video

DRAGON'S RAGE

(R) DRAGON'S RAGE

70/60/50s

Kicks an enemy champion, dealing 175 physical damage (175/400/625 + 200% bonus attackdamage) and knocking it away.

Deals physical damage equal to 175 (175/400/625 + 200% bonus attackdamage) plus 12/15/18% of the kicked champion's bonus Health to enemies hit by the kicked champion and knocks them up for 1 seconds.

Open video

Wild Rift LEE SIN's Counter pick

We propose to consider a list of champions that will be weaker against LEE SIN and, on the contrary, will greatly annoy you while playing LoL Wild Rift.

Worst vs LEE SIN

These picks are weak against LEE SIN at many stages of the game. Champs listed by lowest win rate matchups vs LEE SIN.

Best vs LEE SIN

These picks are strong against LEE SIN at many stages of the game. Champs listed by highest win rate matchups vs LEE SIN.

Best Line Counters vs LEE SIN

These picks counter LEE SIN during early game laning phase and outperform gold farm.

Only for 💎Premium members. Join our community and unlock Best Line Counters!

LEE SIN: champion change history (buffs and nerfs)

 ADJUST 25.05.2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
▲ BUFF 19.04.2023 (PATCH 4.1B)

BASE STATS
Base Attack Damage: 64 → 66.
▼ NERF 16.02.2022 (PATCH 3.0A)

#2 SAFEGUARD
Cooldown: 15s → 17s.
▲ BUFF 15.12.2021 (PATCH 2.6A)

BASE STATS
Base health regeneration: 9 per 5s → 10.5 per 5s.

DRAGON'S RAGE (ULTIMATE)
Base damage: 150/375/600 → 175/400/625.
▼ NERF 14.10.2021 (PATCH 2.5)

#2 SAFEGUARD
Iron Will: Empowers next attack to deal an additional 50/75/100/125 + 80% AP magic damage and gain 35/50/65/80% physical and magic vamp. → Empowers next two attacks to deal an additional 26/39/52/65 + 40% AP magic damage and gain 16/24/32/40% physical and magic vamp.
▼ NERF 12.05.2021 (PATCH 2.2C)

FLURRY (PASSIVE)
Attack Speed: 50%→ 40%.
▼ NERF 2.02.2021 (PATCH 2.1)

DRAGON'S RAGE (ULTIMATE)
Knockback range: 7,5 → 6,75.
▼ NERF 19.01.2021 (PATCH 2.0A)

#1 SONIC WAVE
Target range: 11 → 10.
Base damage: 60/100/140/180 → 55/90/125/160.
▼ NERF 08.12.2020 (PATCH 1.1)

#2 SAFEGUARD
Cooldown: 15/14/13/12s → 15s.
Shield value: 80/160/240/320 → 60/120/180/240.
Damage: 55/100/145/190 → 50/75/100/125.
Physical and magic vamp: 40/60/80/100% → 35/50/65/80%.
More

LEE SIN's Lore

A master of Ionia's ancient martial arts, Lee Sin is a principled fighter who channels the essence of the dragon spirit to face any challenge. Though he lost his sight many years ago, the warrior-monk has devoted his life to protecting his homeland against any who would dare upset its sacred balance. Enemies who underestimate his meditative demeanor will endure his fabled burning fists and blazing roundhouse kicks.

Wild Rift LEE SIN Video

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