VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Lee Sin

the Blind Monk

Lee Sin is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly physical damageMelee attacks
Usual roleJungle
ClassFighter · Assassin
DifficultyMedium · 6/10
Basic attacksMeleeMelee basic attacks · 125 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Lee Sin does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Combines damage and durability in committed skirmishes or extended exchanges.

Limits to respect

  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Use Sonic Wave before Dragon's Rage so you can chase the target with Resonating Strike.

2

Take advantage of Flurry by weaving in basic attacks between spell casts - this maximizes damage output and minimizes Energy loss.

3

Self-casting Safeguard and using Iron Will are powerful tools for killing neutral monsters (in the jungle).

Riot opponent tips

What an opponent is told to watch for
1

Stay spread out to minimize the impact of Lee Sin's ultimate, Dragon's Rage.

2

Lee Sin has powerful tools to combat physical damage in Iron Will and Cripple but he is still vulnerable to magic damage.

3

Lee Sin relies heavily on following up with his abilities. Use disables to prevent him from chaining together his abilities and attacks.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Lee Sin in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Energy and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Lee Sin?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Neither pair is automatic

This champion is not cleanly answered by the passive on either defensive pair.

Use Plated Steelcaps for meaningful basic attacks, Mercury's Treads for magic damage or reducible control, or keep the build's normal Boots.
DisplacementHealing or sustainShieldsHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Lee Sin fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Lee Sin is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Lee Sin is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Lee Sin is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Lee Sin is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Lee Sin abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Flurry

What it doesAfter Lee Sin uses an ability, his next 2 basic attacks gain Attack Speed and return Energy.

Practical readFlurry is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Sonic Wave / Resonating Strike

What it doesSonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 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 physical damage based on the target's missing Health.

Practical readSonic Wave / Resonating Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10/9/8/7/6 secCost50Listed range1100 units
Low-health pressure

Part of this effect becomes more valuable against a target that has already lost health; it is not the same as maximum-health damage.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Safeguard / Iron Will

What it doesSafeguard: Lee Sin rushes to target ally, shielding himself from damage. If the ally is a champion, they are also shielded. After using Safeguard, Lee Sin can cast Iron Will. Iron Will: Lee Sin's intense training allows him to thrive in battle. Lee Sin gains Omnivamp.

Practical readSafeguard / Iron Will contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown7 secCost50Listed range700 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Tempest / Cripple

What it doesTempest: Lee Sin smashes the ground, sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple. Cripple: Lee Sin cripples nearby enemies damaged by Tempest, reducing their Move Speed. Move Speed recovers gradually over the duration.

Practical readTempest / Cripple contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8 secCost50Listed range450 units
Vision

This ability supplies sight or reveals its target. That information effect can matter even when damage is not the main reason to cast it.

R
Ultimate

Dragon's Rage

What it doesLee Sin performs a powerful roundhouse kick launching his target back, dealing 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. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.

Practical readDragon's Rage contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown110/85/60 secListed range375 units

Levels 1–18

Lee Sin · Health / Energy · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1645 Health200 Energy
Level 3804 Health200 Energy
Level 61,072 Health200 Energy
Level 111,593 Health200 Energy
Level 162,208 Health200 Energy
Level 182,481 Health200 Energy

Cooldown Data Dragon 16.20.1

Q
Basic abilitySonic Wave / Resonating Strike

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29 secRank 38 secRank 47 secRank 56 sec
W
Basic abilitySafeguard / Iron Will

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks7 sec
E
Basic abilityTempest / Cripple

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks8 sec
R
UltimateDragon's Rage

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1110 secRank 285 secRank 360 sec
Open every levelHealth and energy from level 1 to 18
LevelHealthEnergyAbility milestone
1645200 EnergyChoose the first basic ability
2723200 EnergyAdd another basic ability or rank
3804200 EnergyAdd another basic ability or rank
4890200 EnergySpend one ability point
5979200 EnergySpend one ability point
61,072200 EnergyFirst ultimate rank normally available
71,168200 EnergySpend one ability point
81,269200 EnergySpend one ability point
91,373200 EnergySpend one ability point
101,481200 EnergySpend one ability point
111,593200 EnergySecond ultimate rank normally available
121,708200 EnergySpend one ability point
131,828200 EnergySpend one ability point
141,951200 EnergySpend one ability point
152,078200 EnergySpend one ability point
162,208200 EnergyFinal ultimate rank normally available
172,343200 EnergySpend one ability point
182,481200 EnergySpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

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