Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Blind Monk
Lee Sin be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Use Sonic Wave afore Dragon's Rage so ye can chase th' target wit' Resonating Strike.
Take advantage o' Flurry by weaving in basic attacks betwixt spell casts - this maximizes damage output and minimizes Energy defeat.
Self-casting Safeguard and using Iron Will be powerful tools fer killing neutral monsters (in th' jungle).
Stay spread out to minimize th' impact o' Lee Sin's ultimate, Dragon's Rage.
Lee Sin has powerful tools to combat physical damage in Iron Will and Cripple but he be still vulnerable to magic damage.
Lee Sin relies heavily on following up wit' his tricks. Use disables to prevent him from chaining together his tricks and attacks.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Lee Sin be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lee Sin has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Lee Sin be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lee Sin be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lee Sin be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishAfter Lee Sin uses an ability, his next 2 basic attacks gain Attack Speed and return Energy.
Arrr, practical readFlurry be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishSonic 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.
Arrr, practical readSonic Wave / Resonating Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Part o' this effect becomes more booty valuable agin' a target that has already lost hull; it be nay th' same as maximum-hull damage.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishSafeguard: 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.
Arrr, practical readSafeguard / Iron Will contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishTempest: 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.
Arrr, practical readTempest / Cripple contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
This trick supplies sight or reveals its target. That ship's intelligence effect can matter even when damage be nay th' main reason to cast it.

Arrr, what it doesEnglishLee 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.
Arrr, practical readDragon's Rage contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Energy | Trick milestone |
|---|---|---|---|
| 1 | 645 | 200 Energy | Pick th' first aboard basic trick |
| 2 | 723 | 200 Energy | Stow another basic trick or rank |
| 3 | 804 | 200 Energy | Stow another basic trick or rank |
| 4 | 890 | 200 Energy | Spend one trick point |
| 5 | 979 | 200 Energy | Spend one trick point |
| 6 | 1,072 | 200 Energy | First aboard ultimate rank normally available |
| 7 | 1,168 | 200 Energy | Spend one trick point |
| 8 | 1,269 | 200 Energy | Spend one trick point |
| 9 | 1,373 | 200 Energy | Spend one trick point |
| 10 | 1,481 | 200 Energy | Spend one trick point |
| 11 | 1,593 | 200 Energy | Arrr, second ultimate rank normally available |
| 12 | 1,708 | 200 Energy | Spend one trick point |
| 13 | 1,828 | 200 Energy | Spend one trick point |
| 14 | 1,951 | 200 Energy | Spend one trick point |
| 15 | 2,078 | 200 Energy | Spend one trick point |
| 16 | 2,208 | 200 Energy | Arrr, final ultimate rank normally available |
| 17 | 2,343 | 200 Energy | Spend one trick point |
| 18 | 2,481 | 200 Energy | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.