Champions
Lee Sin splash art
JungleADModerate

the Blind Monk

Lee Sin

A master of Ionia's ancient martial arts, Lee Sin is a principled fighter who channels the essence of the dragon spirit to face any challenge. Though he lost his sight many years ago, the warrior-monk has devoted his life to protecting his homeland...

2/3

Engage

2/3

Peel

1/3

Scaling

2/3

CC

KIT READ

Abilities

Ability text as Riot writes it, in both languages.

Q

Sonic Wave / Resonating Strike

Sonic 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.

W

Safeguard / Iron Will

Safeguard: 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.

E

Tempest / Cripple

Tempest: 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.

R

Dragon's Rage

Lee 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.

Recommended build

Item builder
JunglePatch 16.19Global Emerald+14,223 games55.6% WR

Loads this observed rune page, summoner pair, and skill order with the editable item path. Each dimension is sampled independently.

Skill order

Q → W → E

Runes

Complete current page

Summoner spells

Flash + Smite

Combos

Q1 → Q2 → E1 → E2

Two-stage slow

Q1 must hit to enable Q2. E1 must also hit before E2 can slow; the first E is not the slow. Weave safe attacks to recover Energy.

Ward → W1 → Q1 → optional Q2

Ward-hop approach

The hop requires a placed ward and available W1. It keeps Q for the next decision; take Q2 only if the destination remains safe.

Q1 → Q2 → move behind → R

Kick-direction practice

Q1 alone does not dash. Reach the target with Q2, then use a valid ward/W or Flash reposition behind it before R. No frame-perfect timing is claimed.

COMMUNITY LAYER

Matchup notes

Full guide template ready for live data