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Lee Sin

Lee Sin

Fighter / Diver

Fighter💥 AD
Playing in:

Beginner Rule

If Lee Sin lands Sonic Wave (Q) — his skillshot dash ability — be ready for an immediate engage.

Threat Overview

Lee Sin is a highly mobile fighter who excels at early-game pressure, picks, and outplays. He wants to land Sonic Wave (Q) — his skillshot dash ability — before chaining mobility and crowd control together to isolate targets. Many beginners underestimate how creative Lee Sin players can be with their engage paths.

Power Spikes

Level 3 – Full ability kit unlocked.

Early Game – One of the strongest skirmishing junglers.

First Item – Damage and mobility become much harder to deal with.

Watch Out For

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Q engages

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Ward-hop mobility

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Dragon's Rage (R) kicks

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Early invades

Abilities — What to Dodge

Sonic Wave / Resonating StrikeQ
Q
Sonic Wave / Resonating Strike
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What it does

Sonic Wave: fires a skillshot tracking an enemy. Resonating Strike: dashes to the target dealing damage scaling with their missing health.

How to play against

Dodge the initial Sonic Wave — without it he can't dash to you. It's a narrow fast projectile. Sidestep it.

Safeguard / Iron WillW
W
Safeguard / Iron Will
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What it does

Safeguard: rushes to an ally (including wards) and shields both. Iron Will: gains Omnivamp briefly after.

How to play against

He can jump to wards or allies to close distance from unexpected angles. Ward placement enables his mobility.

Tempest / CrippleE
E
Tempest / Cripple
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What it does

Tempest: AoE shockwave revealing and dealing damage. Cripple: follows to slow detected enemies.

How to play against

After Tempest reveals you, Cripple slows your escape. Don't run in a straight line after being revealed.

Dragon's RageR
R
Dragon's Rage
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What it does

Roundhouse kick launching the target back dealing damage. Enemies the target collides with are knocked into the air.

How to play against

Never be positioned directly behind the person he's targeting. Being hit by the kicked champion sends you into the air too. Spread out.

Common Combos

Q → Q → Auto → E

Standard engage combo.

Ward Hop → R Kick

Isolates priority targets.

Flash → R → Team Follow-Up

Creates picks and teamfight opportunities.

Passive

Passive

Flurry: after using an ability his next 2 basic attacks deal bonus magic damage and restore energy. He restores energy by auto-attacking after abilities — he'll always weave autos between ability casts.

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