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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Lee Sin Jungle · Normal Draft

Lee Sin has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary roleStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Recommendation review pending

Runes and summoner spells

Runes and summoner spellsLee SinJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

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

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Lee Sin Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Lee Sin into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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