Jungle · Normal DraftMatchup guidePatch 16.20.1
Lee Sin vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
JungleLee Sin
Lee Sin has an established clear and map plan that can function without lane income while contesting camps and objectives.
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.
Precision
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
What changes when Vex is opposite you?
Respect the opponent's reliable threat
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Use the route you prepared
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Lee Sin reminders
- Use Sonic Wave before Dragon's Rage so you can chase the target with Resonating Strike.
- Take advantage of Flurry by weaving in basic attacks between spell casts - this maximizes damage output and minimizes Energy loss.
- Self-casting Safeguard and using Iron Will are powerful tools for killing neutral monsters (in the jungle).
Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Lee Sin
- PFlurry
Flurry 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.
- QSonic Wave / Resonating Strike
Sonic Wave / Resonating Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10/9/8/7/6 · Cost 50 · Listed range 1100 - WSafeguard / Iron Will
Safeguard / Iron Will contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 7 · Cost 50 · Listed range 700 - ETempest / Cripple
Tempest / Cripple contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8 · Cost 50 · Listed range 450 - RDragon's Rage
Dragon's Rage contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 110/85/60 · Listed range 375
Vex
- PDoom 'n Gloom
Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
- QMistral Bolt
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200 - WPersonal Space
Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475 - ELooming Darkness
Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800 - RShadow Surge
Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000
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.
Convert tempo into camps, vision and objectives
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Keep the clear moving and choose high-information plays
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Recover guaranteed camps and avoid desperate invades
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
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.
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.
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.
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.
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
- 1Before the route
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
- 2Check priority
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
- 3Control entry
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
- 4Finish 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.
Keep preparing
Use the champion page or choose another opponent
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.