

Lee Sin
The Blind Monk
How this differs from the live game
- Nothing can upset his balance
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quints directly raise Sonic Wave, Resonating Strike, Tempest, and Dragon's Rage because all of Lee Sin's damage ratios here read bonus AD. Armor seals are for jungle clears and duels; MR glyphs keep early skirmishes safer against mid/support magic damage.
This is a 21/9/0 damage jungle page: offense gives AD, armor penetration, CDR-adjacent pressure through stronger casts, and Executioner for Lee's execute pattern. The 9 defense points take Smite improvement, monster mitigation, health, and Bladed Armor for faster, healthier clears.
Skill order
ultimate at 6, 11 and 16Flurry
- Sonic Wave / Resonating Strike (Q) takes points at levels 1, 4, 5, 7, 9.
- Safeguard / Iron Will (W) takes points at levels 3, 14, 15, 17, 18.
- Tempest / Cripple (E) takes points at levels 2, 8, 10, 12, 13.
- Dragon's Rage (R) takes points at levels 6, 11, 16.
Max Q first for gank burst, gap-close threat, and the missing-health execute; E second adds AoE clear and stronger chase control. The first three levels give Q for ganks, E for camps/reveal, and W for sustain and ward-hop plays.
Alternative — E max after an early Q point was also played when prioritizing safer AoE clears and stronger early skirmish slows over single-target pick damage.
Why these items
Openingsall within the 475 starting gold
Machete sustain start — Default jungle start: Hunter's Machete plus five Health Potions gives the healthiest first clear and leaves trinket vision.
Machete ward start — Use when early invade defense, a level-two gank ward-hop angle, or lane-protection vision matters more than maximum potion sustain.
Corein buy order
1Spirit of the Elder Lizard2,000gSpirit of the Elder Lizard was Lee Sin's standard damage jungle upgrade, giving AD, CDR, sustain stats, and true-damage pressure on spells and autos.
2The Brutalizer1,337gThe Brutalizer gives cheap AD, cooldown reduction, and flat armor penetration for Lee Sin's early and mid-game burst windows.
3Locket of the Iron Solari2,225gLocket of the Iron Solari adds teamfight durability and a valuable shield while fitting Lee Sin's role as an engage and peel jungler.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against heavy physical damage or auto-attack carries with limited crowd control.

Last Whisper2,300gBuy Last Whisper when enemy armor stacking makes Lee's Q, R, and AD purchases fall off.

The Black Cleaver3,000gFinish The Black Cleaver instead of Youmuu's when your team has multiple physical damage threats who benefit from armor shred.

Maw of Malmortius3,200gBuy Maw of Malmortius against fed AP burst champions where Hexdrinker alone is no longer enough.

Spirit Visage2,750gBuy Spirit Visage when magic damage is high and you are getting value from W lifesteal/spell vamp and other sustain.

Ruby Sightstone1,700gBuy Ruby Sightstone when your team needs Lee Sin to carry ward coverage and preserve ward-hop playmaking into mid game.
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quints are correct because Sonic Wave / Resonating Strike, Tempest, and Dragon's Rage all read bonus AD; AP does not help those damage formulas. Armor seals are default for top lane trades, with MR glyphs covering magic poke and mixed-damage lanes.
Use 21/9/0 for lane pressure: offense gives AD, armor penetration, cooldown value, and execute damage, while defense adds the early health and resistances Lee needs to trade in melee.
Skill order
ultimate at 6, 11 and 16Flurry
- Sonic Wave / Resonating Strike (Q) takes points at levels 2, 8, 10, 12, 13.
- Safeguard / Iron Will (W) takes points at levels 3, 14, 15, 17, 18.
- Tempest / Cripple (E) takes points at levels 1, 4, 5, 7, 9.
- Dragon's Rage (R) takes points at levels 6, 11, 16.
Max E first for top lane because Tempest is reliable melee trade damage and Cripple controls enemy return damage; max Q second for burst and chase threat. Take W early for Safeguard/Iron Will sustain, then finish it last.
Alternative — Q max first was also played when you could consistently land Sonic Wave and wanted kill pressure over lane control, especially into ranged or squishier tops.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default into lanes you can fight early; the AD boosts every damaging AD ratio and the on-hit sustain works with Flurry trades.
Doran's Shield start — Use into ranged harass or auto-attack-heavy lanes where surviving the first waves matters more than all-in damage.
Flask sustain start — Use into poke or farm lanes where repeated potion charges let you stay until your first Brutalizer or defensive component.
Corein buy order
1The Brutalizer1,337gThe Brutalizer is the early Season 3 Lee Sin spike: AD, cooldown reduction, and lethality all directly improve his physical burst and trading cadence.
2Ravenous Hydra3,300gRavenous Hydra gives the big AD Lee wants, adds wave clear for top lane, and its active fits his melee burst pattern.
3Youmuu's Ghostblade2,700gYoumuu's Ghostblade upgrades the Brutalizer path into armor penetration, cooldown reduction, and an active that helps Lee stick for kicks and follow-up autos.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against physical top/jungle pressure or auto-attack carries.

Maw of Malmortius3,200gBuy Maw of Malmortius against heavy AP burst where Hexdrinker shield decides the all-in.

Last Whisper2,300gBuy Last Whisper when armor stacking makes Black Cleaver stacks too slow to punch through by themselves.

Spirit Visage2,750gBuy Spirit Visage when the enemy magic damage is high and you want stronger Iron Will, lifesteal, and Hydra sustain.

Quicksilver Sash1,550gBuy Quicksilver Sash against a single decisive suppression or hard crowd-control spell that stops your engage or escape.
One build, written by a player. Newest first.
Write a Lee Sin buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Scaling Magic Resist +1.80
Not the author's. This is a 21/9/0 physical jungle bruiser page: the author's AD marks/quints, Wriggle's Lantern, Last Whisper, Bloodthirster, Hydra, and Maw all point to offense, while the 9 defense points support Smite clears and early jungle durability. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Flurry
- Sonic Wave / Resonating Strike (Q) takes points at levels 3, 4, 5, 7, 9.
- Safeguard / Iron Will (W) takes points at levels 2, 8, 10, 12, 13.
- Tempest / Cripple (E) takes points at levels 1, 14, 15, 17, 18.
- Dragon's Rage (R) takes points at levels 6, 11, 16.
Not the author's. This maxes Q first for the AD burst and gap-close pressure implied by Wriggle's Lantern, Last Whisper, Bloodthirster, and Hydra, then W for the bruiser sustain and shielding behind the tankier late build. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Starting Items — The opening as the guide publishes it.
Corein buy order
1Wriggle's Lantern2,000g
2Mercury's Treads1,200g
3Phage1,250g
4Frozen Mallet3,300g
5Last Whisper2,300g
6Randuin's Omen3,125g
7The Bloodthirster3,200g
8Warmog's Armor3,000g
9Guardian Angel2,750g
10Mercurial Scimitar3,700g
11Maw of Malmortius3,200g
12Ravenous Hydra3,300g
Situationalonly when the game asks for it

Ninja Tabi1,000g

Mercury's Treads1,200g
Notes
the author's own words[S3] A Wild Lee Sin Appeared!~ — rated 9.2/10 from 510 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by Shizukani, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/s3-a-wild-lee-sin-appeared-guide-to-lee-sin-201560).
Abilities
per rankFlurry
After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.
Sonic Wave / Resonating Strike5 ranks
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 plus 8% of their missing health.
- Initial Damage
- 50 / 80 / 110 / 140 / 170 + 90% bonus AD
- Recast Damage
- 50 / 80 / 110 / 140 / 170 + 90% bonus AD
- Empowered Damage
- 100 / 160 / 220 / 280 / 340 + 180% bonus AD
- Cooldown
- 11 / 10 / 9 / 8 / 7s
- Cost
- 50 Energy
- Range
- 1100
Safeguard / Iron Will5 ranks
Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds. Iron Will: Lee Sin's intense training allows him to thrive in battle. For 4 seconds, Lee Sin gains Life Steal, Spell Vamp, and Armor.
- Shield Amount
- 40 / 80 / 120 / 160 / 200 + 80% AP
- Cooldown
- 9s
- Cost
- 50 Energy
- Range
- 700
Tempest / Cripple5 ranks
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 for the next 3 seconds. Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.
- Initial Damage
- 60 / 95 / 130 / 165 / 200 + 100% bonus AD
- Cooldown
- 10s
- Cost
- 50 Energy
- Range
- 425
Dragon's Rage3 ranks
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.
- Damage
- 200 / 400 / 600 + 200% bonus AD
- Cooldown
- 90 / 75 / 60s
- Range
- 375
Matchup against
62 champions, one-on-one
AhriEven
Lee Sin can kill Ahri if he reaches her before Spirit Rush resets the spacing, but Charm turns every blind Q follow-up into a punish window.
Watch for Charm: stops Resonating Strike or Dragon's Rage setup and lets Ahri unload Orb of Deception both ways.
How to beat
Hold just outside Charm range and use minions or Safeguard angles before throwing Sonic Wave. If Charm is down, take the Q2 immediately and weave Flurry autos before she gets three Spirit Rush casts to kite you. Save Dragon's Rage for after her first dash so the kick actually breaks her escape path.
Later Ahri is safer in sidelanes once she has cooldowns and Spirit Rush, while Lee Sin brings stronger pick setup and peel in teamfights. Do not chase her through fog late; mark her flank, shield the carry, and kick her out when she commits.
- Do not recast Q through a ready Charm unless she is already crowd controlled.
- Tempest reveal helps track her after Spirit Rush crosses brush.
- Kick her toward your team after the first Spirit Rush, not before she has spent any dash.

AkaliEven
Lee Sin has the reveal and early burst to beat Akali, but repeated Shadow Dance casts punish missed Qs and extended fights inside Twilight Shroud.
Watch for Twilight Shroud: denies clean targeting and buys time for Mark of the Assassin and Shadow Dance charges.
How to beat
Fight near minions or wards so you have Safeguard exits and do not stand idle in the shroud. Use Tempest after she drops Twilight Shroud, then hold Sonic Wave until she leaves or commits with Shadow Dance. Commit hard when her shroud is down; short trades favor Lee Sin before Akali stacks repeated marks.
Later Akali scales harder as a side-lane assassin if Lee Sin cannot reveal and burst her quickly. In teamfights, Lee Sin should mark her entry and peel her off carries with Dragon's Rage instead of diving past the shroud.
- Tempest reveal is the matchup's key button; do not spend it before Twilight Shroud.
- If she marks you, back out until the proc timer is nearly gone before re-entering.
- Dragon's Rage can kick her out of her shroud and expose her to follow-up.

AlistarEven
Lee Sin can outdamage Alistar outside Unbreakable Will, but Alistar's crowd control and damage reduction make clean solo kills unreliable.
Watch for Unbreakable Will: removes your setup and cuts your burst during the only window where Alistar is supposed to die.
How to beat
Do not spend Dragon's Rage into his ultimate unless it is purely to disengage or reposition him. Bait Headbutt-Pulverize with Safeguard spacing, then trade while his combo is down and leave before Triumphant Roar stalls the fight. If he ults, back off and re-engage once the reduction expires.
Later Alistar is not trying to duel Lee Sin late; he wins by starting or denying fights. Lee Sin should avoid wasting damage on him and instead ward-hop past him or kick him away from the backline after his combo lands.
- A kick during Headbutt positioning can ruin his combo angle.
- Do not chase through Trample and Roar sustain after Unbreakable Will starts.
- If he saves Pulverize, use Q2 only when Safeguard can pull you back out.

AmumuFavoured
Lee Sin wins the duel by abusing stronger single-target burst and mobility, as long as he does not let Amumu lock him in Despair for a long fight.
Watch for Curse of the Sad Mummy: stops Lee Sin in melee and gives Amumu time to keep Despair running.
How to beat
Keep the fight short: poke with Sonic Wave, take Q2 after Bandage Toss is missed, then burst and kick him away before Despair drains too much. Do not stand still trading autos into Tantrum if your cooldowns are down. Safeguard out after his ultimate, then re-enter when he has no stun left.
Later Amumu becomes more valuable in teamfights because Curse of the Sad Mummy can decide the whole fight. Lee Sin still wins isolated skirmishes, but late he should split only with vision and save kick to interrupt Amumu's engage path or displace him after he flashes in.
- Sidestep Bandage Toss before taking Q2; getting pulled first removes your choice.
- Dragon's Rage can push Amumu out of your carries after his ultimate lands.
- Armor is less effective than health and magic resist because Despair and his passive add magic damage pressure.

AniviaUnfavoured
Anivia's stun, wall, slow field, and Rebirth make Lee Sin's all-in much harder to finish than it looks.
Watch for Flash Frost: stuns Lee Sin during his approach and sets up doubled Frostbite damage.
How to beat
Do not start with Q2 unless Flash Frost is down or you have a Safeguard escape target behind you. Approach from angles where Crystallize cannot trap you in Glacial Storm, then kick her out of her storm before committing autos. If you force Rebirth, make sure you have cooldowns and energy left to kill the egg instead of spending everything on the first health bar.
Later Anivia controls side waves and teamfight terrain better than Lee Sin once items are finished. Lee Sin should not front-door dive her; look for flank wards, force her passive before objectives, and use Dragon's Rage to remove her from her own zone control.
- Never fight inside Glacial Storm after missing Sonic Wave.
- Crystallize can cut off Safeguard paths, so keep an allied unit or ward behind you.
- Kick her away from the egg's protection zone before triggering Rebirth if possible.

AnnieUnfavoured
Annie's point-and-click stun burst punishes Lee Sin's melee commit before he can finish his combo.
Watch for Pyromania stun: turns Disintegrate or Tibbers into guaranteed lockdown during Lee Sin's engage.
How to beat
Track her stun stacks before you ever take Resonating Strike. If Pyromania is ready, bait a spell from max range or use Safeguard defensively instead of entering. Commit only after the stun is spent, and kick her away from Tibbers so the bear does not keep burning you through the trade.
Later Annie's teamfight flash-Tibbers is more decisive than her side-lane dueling, but she can still one-shot Lee Sin if he face-checks. Late Lee Sin should flank with vision and use Dragon's Rage to interrupt her delivery or remove her after stun is down.
- A ready stun makes Q2 a trap even if Sonic Wave hits.
- Hexdrinker can absorb the burst window where she expects the kill.
- Dragon's Rage can separate Annie from Tibbers' damage after she summons it.

AsheFavoured
Lee Sin wins if he closes distance because Ashe has no dash and relies on slows and Enchanted Crystal Arrow to keep him off her.
Watch for Enchanted Crystal Arrow: stuns Lee Sin during the engage and gives Ashe room to kite with Frost Shot.
How to beat
Do not run straight through Volley and Frost Shot; enter from brush, fog, or a ward-hop angle. If Arrow is down or missed, Sonic Wave into Dragon's Rage should force the fight immediately. Use Safeguard to dodge the return kite path rather than saving it only for damage shielding.
Later Ashe outscales Lee Sin in front-to-back teamfights if protected, but she remains vulnerable alone in side lanes. Lee Sin's job late is not a fair chase through slows; flank, force Arrow early, then kick Ashe into your team or away from hers.
- Boots of Swiftness directly reduce the Frost Shot chase problem.
- Do not Q2 if Arrow is clearly being held for your travel path.
- Kick her sideways or backward before she can kite behind her frontline.

BlitzcrankFavoured
Lee Sin has better sustained dueling and mobility, while Blitzcrank mostly threatens one burst combo and Mana Barrier stall.
Watch for Rocket Grab: pulls Lee Sin into Power Fist and removes his control over the start of the fight.
How to beat
Stand behind minions until Rocket Grab is used, then punish the long cooldown with Sonic Wave and Flurry autos. Keep Dragon's Rage for after Mana Barrier triggers if you need to finish or disengage from Static Field. Avoid taking the duel under Blitzcrank's turret, where the grab changes the matchup completely.
Later Blitzcrank matters more as a pick champion than a duelist. Lee Sin wins isolated fights, but in teamfights he should shield hooked allies and punish Blitzcrank after the grab misses rather than diving blindly past him.
- Missing Rocket Grab is your clearest all-in timer.
- Mana Barrier can make your execute math wrong; expect the shield at low health.
- Safeguard can pull you out after Power Fist if you saved a ward or ally.

BrandEven
Lee Sin can burst Brand quickly, but Brand's stun combo and percent-health burn punish any slow or predictable engage.
Watch for Sear: stuns if Brand has already applied Blaze, stopping Lee Sin in melee for the full spell rotation.
How to beat
Do not take Q2 after being tagged by Conflagration or Pillar of Flame unless Sear is down. Bait Pillar of Flame with lateral movement, then enter from an angle where Sear has to be aimed through no minions. Once you are on him, kick him away from minion waves or allies so Pyroclasm has poor bounces.
Later Brand brings stronger clustered teamfight damage, while Lee Sin remains better at picks and displacement. Late, avoid fighting him in tight corridors and use Dragon's Rage to break his spacing before Pyroclasm can bounce through your team.
- Being Ablaze changes Sear from poke into the matchup's stun threat.
- Do not duel in your minion wave after level six; Pyroclasm bounce value rises sharply.
- Hexdrinker is strongest before Brand has enough damage to burn through it after the shield.

Cho'GathUnfavoured
Cho'Gath's silence, knock-up, sustain, and Feast make extended melee duels bad for Lee Sin once Cho'Gath survives the first burst.
Watch for Feral Scream: silences Lee Sin before he can chain Safeguard, Cripple, or Dragon's Rage.
How to beat
Short trade only: bait Rupture, Q in after it misses, land your burst, then leave before Feral Scream and Feast decide the fight. Do not stand in front of him trading autos through Vorpal Spikes if Carnivore has kept him healthy. Save Safeguard for after the silence, not before it, whenever possible.
Later Cho'Gath becomes the stronger side-lane wall and frontliner when fully stacked. Lee Sin should stop trying to solo through his health bar late and instead kick him away from carries or use him as a collision target into Cho's backline.
- If Feral Scream hits before your second cast cycle, the duel usually flips.
- Feast means low-health bait is much worse here than against normal tanks.
- Kick can interrupt his walk-up for Feast range if you hold it patiently.

CorkiEven
Lee Sin wins the close-range burst window, but Corki's Valkyrie and armor shred make missed engage attempts very expensive.
Watch for Valkyrie: resets distance after Lee Sin commits and leaves a burn trail that punishes chasing.
How to beat
Pressure with Sonic Wave but do not always recast; force Valkyrie first if Corki is playing far back. Once Valkyrie is down, ward-hop or Q2 onto him and kick him away from his escape line. Avoid extended trades while Gatling Gun is shredding your armor; step out, then re-enter.
Later Corki scales into stronger sustained poke and teamfight damage, while Lee Sin keeps pick threat if he finds flank access. In finished builds, Lee Sin should not chase through Valkyrie fire; he should force the escape, disengage, and punish the next cooldown window.
- Gatling Gun makes your armor disappear during long face-to-face trades.
- Kick Corki back across his Valkyrie path so he cannot simply fly away cleanly.
- Do not tank Missile Barrage poke before the duel starts; Lee Sin needs health for the commit.

Dr. MundoUnfavoured
Lee Sin can bully Mundo early, but an equal-item straight duel turns hard once Sadism and sustained cleavers outlast Lee Sin's burst.
Watch for Sadism: restores enough health to erase Lee Sin's first all-in and force an extended fight.
How to beat
Fight around short windows and disengage as soon as Sadism is activated unless he is already killable through it. Dodge Infected Cleaver before taking Q2, because the slow lets Mundo keep Burning Agony and Masochism damage on you. If you need to kill him, apply Grievous Wounds first and save Dragon's Rage to deny his chase during the ultimate.
Later Mundo becomes the better side-lane stat check if Lee Sin lacks anti-heal or percent-health damage. In teamfights, Lee Sin should not tunnel on him; kick him off carries, apply anti-heal if bought, and look past him for higher-value targets.
- Executioner's Calling is the specific purchase that changes Sadism math.
- Do not all-in just because Sonic Wave lands while his ultimate is ready.
- Dragon's Rage is often better used to create distance than to start the fight.

EvelynnFavoured
Lee Sin's reveal, burst, and shielding make Evelynn's melee assassination pattern difficult to execute in a fair duel.
Watch for Agony's Embrace: slows Lee Sin and gives Evelynn the window to unload Ravage and repeated Hate Spikes.
How to beat
Control the start with vision and Tempest; if she opens first, shield the burst and trade back once her slow is spent. Land Sonic Wave after she commits, not into empty fog where Shadow Walk can reset the fight. Kick her away if she ults defensively, then re-enter when Dark Frenzy movement is no longer enough to kite.
Later Evelynn is more dangerous to backline targets than to Lee Sin in direct fights. Lee Sin should group around carries with reveal tools, punish her first appearance, and avoid wasting Q into unseen terrain without a ward line.
- Tempest reveal denies the clean Shadow Walk reset if she is close enough.
- Sightstone-style vision is unusually valuable because the fight often starts from stealth.
- Do not chase blindly after Dark Frenzy procs; make her re-enter your reveal radius.

EzrealEven
Lee Sin can kill Ezreal after Arcane Shift is forced, but Ezreal's poke and blink make the first engage hard to finish cleanly.
Watch for Arcane Shift: dodges Lee Sin's follow-up or creates enough distance to kite with Mystic Shot cooldown resets.
How to beat
Use Sonic Wave as pressure, then wait to see whether Ezreal shifts before committing Q2. If he Arcane Shifts first, ward-hop or flash-kick can turn the fight because his real escape is gone. Avoid entering after repeated Mystic Shot poke has already stacked Rising Spell Force and lowered his cooldowns.
Later Ezreal has stronger safe damage in teamfights, but Lee Sin still threatens him if he reaches the backline from fog. In side lanes, force Arcane Shift, disengage if needed, then re-engage before it returns.
- Do not Q2 into an Ezreal holding Arcane Shift unless you can follow the landing spot.
- Essence Flux cuts attack speed, so rely on spell burst rather than long auto trades after it hits.
- Kick him toward your team immediately after Shift, before Mystic Shot buys cooldown time.

FiddlesticksFavoured
Lee Sin wins if he interrupts Drain and avoids eating a full fear into Crowstorm channel.
Watch for Terrify: forces Lee Sin to lose control long enough for Drain or Crowstorm damage to take over.
How to beat
Hold Dragon's Rage or Tempest pressure for Drain; breaking the channel is more important than maximizing burst. Approach from angles where he cannot freely channel Crowstorm from fog, and do not take Q2 if Terrify will send you deeper into his team or tower. Once fear is down, Lee Sin's damage and interrupts should end the duel quickly.
Later Fiddlesticks is far more threatening from fog in teamfights than in honest side-lane duels. Lee Sin should ward flanks, interrupt Drain when peeling, and kick Fiddlesticks out of Crowstorm's center if he arrives on the backline.
- A channeled Drain you fail to stop can flip an otherwise easy duel.
- Mercury's Treads sharply reduce the fear window that protects him.
- Do not duel near unwarded walls after level six; Crowstorm changes the start of the fight.

GangplankEven
Lee Sin has better mobility and burst, but Gangplank's cleanse-heal and sustained Parrrley trades make the duel close if Lee Sin cannot force a clean all-in.
Watch for Remove Scurvy: clears Lee Sin's slow or displacement follow-up and heals through the burst window.
How to beat
Do not rely on Cripple slow alone to hold him; expect Remove Scurvy to break the chase pattern. Trade after Parrrley is used on a minion or after he wastes Raise Morale, then commit with Sonic Wave and kick him away from Cannon Barrage's slow zone. If he saves Remove Scurvy for after your burst, disengage and re-enter when it is down.
Later Gangplank scales better in raw damage and global teamfight influence, while Lee Sin has stronger playmaking. Late side-lane fights depend on whether Lee Sin can burst before Remove Scurvy and crit damage take over; in teams, kick him out of carry range or use him as a collision target.
- Do not stand in Cannon Barrage while trying to finish the kill; the slow lets him kite and Parrrley again.
- Remove Scurvy makes one-and-done crowd control plans unreliable.
- Armor boots are high value if Parrrley is the lane's main damage pattern.

GarenEven
Lee Sin can win short trades and kite Judgment, but Garen's silence, armor, regeneration, and execute punish any messy all-in.
Watch for Decisive Strike: the silence stops Lee from chaining Safeguard or Resonating Strike at the moment Garen starts the trade.
How to beat
Hold just outside Decisive Strike range and tag him with Sonic Wave when he walks up, then wait for Q or Judgment to be spent before taking the second cast. Use Tempest into Cripple to slow his chase and save Safeguard for leaving Judgment rather than entering it. Commit only when Perseverance has been broken and Demacian Justice will not finish you through the last part of the duel.
Later Finished Garen is harder to kill in the side lane and can reset with Perseverance if Lee fails to finish quickly. Lee has the better teamfight agency by kicking Garen away from carries or using Garen as a collision target, but he should not stand in extended melee with him.
- Tap Garen often enough to deny Perseverance before looking for the real trade.
- Do not take Resonating Strike into a spinning Judgment unless you are finishing him.
- Safeguard to a ward or minion after Decisive Strike lands; casting before the silence is much safer.
- Dragon's Rage can interrupt Garen's chase pattern and create space before Demacian Justice range matters.

GragasEven
Lee Sin can punish Gragas when Body Slam is down, but Gragas controls spacing with Barrel Roll, Body Slam, and Explosive Cask.
Watch for Body Slam: it stops Lee's engage path, slows him, and lets Gragas decide whether the trade continues.
How to beat
Stand off the minion line so Barrel Roll does not tag you for free, and do not Resonating Strike until Body Slam has been used or clearly cannot interrupt your path. If Gragas spends Body Slam forward, Safeguard behind him or Dragon's Rage him away from his barrel zone and extend with Cripple. Keep enough energy to leave after Explosive Cask, because it can separate you from your ward or ally escape.
Later Gragas scales into better poke and displacement in teamfights, while Lee is better at finding side skirmishes before Gragas sets up barrels. In late fights, Lee should flank and kick Gragas or his carry out of formation instead of eating cask disruption from the front.
- A tagged Gragas is not a guaranteed second Q if Body Slam is ready.
- Tempest reveals him through brush setups around barrels.
- Kick him away from his placed Barrel Roll so he cannot force you to fight inside the slow zone.
- Do not chase in a straight line after Explosive Cask; reset with Safeguard first.

HeimerdingerUnfavoured
Heimerdinger's turrets and grenade make the direct duel ugly because Lee must enter a prepared zone to reach him.
Watch for CH-1 Concussion Grenade: the direct stun or outer blind ruins Lee's burst window while turrets keep firing.
How to beat
Do not fight inside two turrets unless Heimerdinger has missed grenade; clear or pull the setup apart first. Hold flank angles rather than walking straight through turret fire, then Sonic Wave after grenade is down and use Dragon's Rage to kick him out of his nest. If he keeps the lane fortified, play for jungle entrances and ganks instead of repeated front-on duels.
Later Heimerdinger is still better when defending a fixed area, but Lee contributes more in open river fights and can displace him before his turrets matter. In side lane, Lee wins only if he catches Heimerdinger away from turrets or with grenade unavailable.
- Safeguard can cross the turret line, but it does not make standing in it a winning trade.
- Tempest reveals Heimerdinger in brush but does not solve the turret zone by itself.
- Dragon's Rage should move him out of turret coverage, not deeper through it.
- If grenade blinds you, wait before relying on Flurry autos.

JannaFavoured
In a pure duel Lee Sin wins if he forces Janna's disengage first, though in real games she exists to deny his engage on someone else.
Watch for Monsoon: it knocks Lee out of melee and resets the fight after he has spent his gap closers.
How to beat
Hold Sonic Wave until Janna uses Howling Gale or Zephyr to create space, then take Resonating Strike only when you can stick through Eye Of The Storm. Save Dragon's Rage until after Monsoon if possible, because kicking her before it gives her the clean reset. In actual fights, attack from a flank so Janna must choose between peeling you and protecting her carry.
Later Janna should not side-lane against Lee, but she becomes much more valuable in teamfights by interrupting his kick angles. Lee's job is to force Monsoon early or kick a priority target before Janna can stand between them.
- Do not fly into a charged Howling Gale path just because Sonic Wave landed.
- If Monsoon is down, Janna has very little answer to Lee's second gap close.
- Kicking Janna away from her carry can be better than trying to kill her first.
- Eye Of The Storm makes short burst trades look worse than they are; wait it out when possible.

Jarvan IVEven
Lee Sin has better sustained mobility, but Jarvan's armor shred, knockup, and Cataclysm can trap Lee if Safeguard is mistimed.
Watch for Demacian Standard plus Dragon Strike: the knockup interrupts Lee's rhythm and applies armor shred before Jarvan's burst.
How to beat
Stay diagonal to Jarvan rather than directly in line with his flag path, and punish him after the flag-drag is spent. Keep Safeguard available for Cataclysm escape or for repositioning before Dragon's Rage, not just for the first trade. Lee wins extended skirmishes when he avoids the knockup and gets full Flurry value between spells.
Later Jarvan brings more reliable teamfight initiation, while Lee is stronger at isolating a target or turning Jarvan's dive with Dragon's Rage. In side lane the matchup stays playable, but Jarvan's tank items make killing him much harder unless Lee is ahead.
- A missed flag-drag is Lee's clearest all-in window.
- Do not ward-hop early if Cataclysm is still available.
- Dragon's Rage can kick Jarvan out of his own Cataclysm and open an escape route.
- Cripple after Jarvan's passive auto reduces his follow-up more than using it at max range.

JaxUnfavoured
Jax beats Lee in extended melee once Counter Strike denies Flurry autos and Grandmaster's Might ramps up.
Watch for Counter Strike: it dodges Lee's basic attacks, cuts AoE damage, and stuns him if he stays too close.
How to beat
Do not commit Resonating Strike while Counter Strike is active unless it kills; tag him, wait out the dodge, then re-enter after the stun window ends. Keep trades short with Q, E, and Dragon's Rage displacement rather than trying to match his repeated autos. If Jax uses Leap Strike aggressively before Counter Strike, Safeguard out and punish the cooldown gap.
Later Jax becomes the stronger side-lane duelist and will eventually force Lee away from long 1v1s. Lee has to win through teamfight displacement, early picks, or kicking Jax away from carries before he stacks Grandmaster's Might.
- Flurry is wasted into Counter Strike; delay your autos until the dodge ends.
- Dragon's Rage can deny Jax the final stun if you kick before Counter Strike expires.
- Cripple matters most after Counter Strike, when Jax actually wants to auto.
- Do not chase a low Jax if Leap Strike is about to return.

KarthusFavoured
Lee Sin wins the living duel by dodging Lay Waste and sticking to Karthus, but Death Defied can still trade the kill if Lee stays too close.
Watch for Death Defied: after Karthus dies, he keeps casting and can finish Lee if the fight ends in Defile range.
How to beat
Approach from angles that make Lay Waste hard to chain and use Safeguard to dodge Wall of Pain rather than walking through it. Once Sonic Wave lands, burst decisively, then immediately leave his body with Safeguard or Dragon's Rage movement if needed. Track Requiem after the duel; winning with low health is not safe if he still has channel time.
Later Karthus is far more important in full teamfights if he can stand in the middle and die well, while Lee remains stronger at finding him before the fight starts. In side lane Lee can kill him, but must respect global Requiem when exiting low.
- Do not auto inside Defile after the kill just to finish a minion or ward.
- Wall of Pain makes Resonating Strike predictable; wait until you can land beside him cleanly.
- Dragon's Rage can push Karthus out of Defile value before the finishing hit.
- A low-health escape still loses if Requiem is available and your shield is down.

KassadinEven
Lee Sin can punish Kassadin before Riftwalk stacks and items take over, but silence and blink mobility make clean all-ins difficult.
Watch for Null Sphere: the silence breaks Lee's spell chain and can stop Safeguard or Dragon's Rage timing during the engage.
How to beat
Force Kassadin to Riftwalk defensively before taking Resonating Strike; if he keeps it, he can dodge the second half or leave after your burst. Trade after Null Sphere is down, weave Flurry autos quickly, and use Cripple to keep him in range after he blinks. Avoid dragging the duel out through repeated Riftwalk casts once he has mana and levels.
Later Kassadin becomes the better side-lane and pick champion if he reaches full items, while Lee's value shifts to early lockdown and kick setups. In teamfights, Lee should threaten Kassadin before he enters or kick him away after his first Riftwalk rather than chasing endlessly.
- Do not start the all-in with every spell available to be silenced out of the chain.
- Sonic Wave can mark Kassadin before he blinks, but wait to recast until you know where he landed.
- Cripple after Riftwalk is stronger than using it before he leaves.
- Hexdrinker can decide the mid-game burst check.

KatarinaFavoured
Lee Sin has enough burst, mobility, and Dragon's Rage interruption to beat Katarina if he saves a stop for Death Lotus.
Watch for Death Lotus: if Lee has already spent Dragon's Rage or left melee control, it turns the all-in into Katarina's damage window.
How to beat
Pressure her at close-mid range where Sonic Wave is hard to dodge but do not spend Dragon's Rage before Death Lotus unless it kills. When she Shunpos in, Tempest immediately, follow with Cripple, and hold kick to interrupt the channel or knock her away from dagger range. Avoid wasting damage into Shunpo's damage reduction if you can delay the second Q a beat.
Later Katarina becomes scarier in teamfights off resets, but Lee is one of the better champions at denying her first channel. In side lane Lee still threatens her, while in fights he should mark her entry and save Dragon's Rage for Death Lotus or a reset denial.
- Dragon's Rage cancels Death Lotus; do not use it as just opener damage.
- Tempest catches Katarina after Shunpo even if she jumps behind you.
- If she Shunpos to a minion, Sonic Wave the landing spot rather than the starting point.
- Do not give her a low-health reset by fighting beside an almost-dead ally.

KayleUnfavoured
Kayle wins if she keeps Righteous Fury uptime and uses Intervention to deny Lee's finishing burst.
Watch for Intervention: it blanks Lee's Resonating Strike or Dragon's Rage kill window and lets Kayle keep attacking while immune.
How to beat
Stay outside her extended Righteous Fury range until Reckoning is used, then look for a short burst trade rather than a full chase. Bait Intervention with Sonic Wave pressure, hold Resonating Strike if she is likely to ult, and re-engage after the immunity expires. If she has movement speed from Divine Blessing, use Cripple after she commits to kiting rather than at the very start.
Later Finished Kayle is the stronger sustained side-lane and teamfight damage source, especially if Lee cannot force Intervention early. Lee should flank, kick her out of hitting range, or make her ult herself before his team commits to a carry.
- Do not spend Resonating Strike into an obvious Intervention.
- Cripple helps only after you get through Reckoning and Divine Blessing spacing.
- Dragon's Rage can kick Kayle away during her immunity to waste attack time.
- If Righteous Fury is down, that is the rare window where Lee can control the duel.

KennenUnfavoured
Kennen's ranged poke, Lightning Rush disengage, and stun chains make it hard for Lee to complete a clean melee duel.
Watch for Mark of the Storm stun window: three marks stop Lee mid-combo and let Kennen reset distance or finish with Slicing Maelstrom.
How to beat
Do not take second Q after eating two marks unless you are certain Dragon's Rage ends the fight. Bait Lightning Rush first, then Sonic Wave after he exits it and cannot instantly disengage. If he ults, kick him out of Slicing Maelstrom or Safeguard away instead of trying to finish through the stun chain.
Later Kennen brings stronger teamfight threat with Slicing Maelstrom, while Lee is better at flank picks before Kennen groups. Side lane is playable only if Lee dodges Q and forces Lightning Rush defensively before committing.
- Count marks; two marks means your next mistake becomes a stun.
- Dragon's Rage should interrupt Kennen's ult position, not just add damage.
- Tempest reveals Lightning Rush paths through brush when he tries to juke.
- Mercury's Treads are much more valuable here than raw damage boots.

Kog'MawFavoured
Lee Sin wins the isolated duel by closing fast and bursting Kog'Maw before Bio-Arcane Barrage can shred him.
Watch for Bio-Arcane Barrage: the extra range and percent-health damage punish Lee if he hesitates outside melee.
How to beat
Do not hover at Kog'Maw's W range; either stay out until Sonic Wave lands or commit immediately with Safeguard and Q. Save Dragon's Rage to stop his kite path or push him away from Void Ooze, then finish and leave before Icathian Surprise detonates. If Void Ooze is down, Kog'Maw has very little 1v1 control against Lee's gap closers.
Later Kog'Maw becomes far more dangerous in teamfights because peel lets him use Bio-Arcane Barrage safely. Lee should flank around the frontline, kick Kog'Maw into his team or away from protection, and avoid dying to Icathian Surprise after the pick.
- Never trade at the edge of Bio-Arcane Barrage; Lee wins by collapsing the distance.
- Safeguard over Void Ooze instead of walking through the slow trail.
- After killing him, immediately leave Icathian Surprise's blast radius.
- Dragon's Rage can push Kog'Maw out of peel range before he has time to stand and fire.

LeonaFavoured
Leona is durable and can lock Lee down, but without an ally to trigger Sunlight she usually lacks the damage to win the 1v1.
Watch for Shield of Daybreak: the point-blank stun stops Lee's autos and can chain into Zenith Blade or Solar Flare control.
How to beat
Avoid taking a free Zenith Blade at max range; sidestep it, then punish while her engage is down. In melee, wait out Eclipse's resist window before committing full Q and Dragon's Rage damage. Use Safeguard after her stun chain, not before, so she cannot lock you in place with your escape spent.
Later Leona almost never wants the side-lane duel, but she is far better in grouped fights because her crowd control starts kills for her team. Lee should not waste time trying to kill the tank support; kick her away from carries or use her as a collision line onto higher-value targets.
- Her Sunlight passive does not add damage in a true 1v1.
- Do not unload into Eclipse at its peak resistance.
- If Zenith Blade misses, Leona has to walk into your Tempest range.
- Dragon's Rage can turn her engage back through her own backline.

LuluEven
Lee can kill Lulu if he reaches her after Whimsy, but Polymorph, shield, slow, and Wild Growth can completely break his burst timing.
Watch for Whimsy: Polymorph denies Lee's abilities and autos during the exact window he needs to finish the engage.
How to beat
Bait Whimsy before taking Resonating Strike; if she still has it, the second Q often just delivers you into Polymorph. Approach from fog or a flank so Glitterlance is not a free slow in a straight line, then force Help, Pix! before committing Dragon's Rage. After Wild Growth, back out and re-enter rather than spending all damage into bonus health and knockup.
Later Lulu is much stronger in teamfights because her spells protect the carry Lee wants to reach. In side lane Lee can still threaten her if Whimsy is down, but late fights require flanks and fast kicks before she layers Polymorph and Wild Growth.
- Do not recast Q into ready Whimsy unless it is guaranteed lethal.
- Wild Growth can interrupt your melee timing; expect the knockup when you dive.
- Kick Lulu away from the carry if killing her is slower than removing her peel.
- Mercurial effects are useful only if Polymorph or slows are deciding the fight.

LuxFavoured
Lee Sin wins if he dodges Light Binding, because Lux has poor answers once he reaches melee.
Watch for Light Binding: the root stops Lee's engage or escape and lines him up for Lucent Singularity plus Finales Funkeln.
How to beat
Hold a side angle and make Lux throw Light Binding before you commit; never run straight through minions where the bind path is obvious. Once Q misses or is used, take Sonic Wave, weave Flurry autos, and save Safeguard for crossing Lucent Singularity's slow zone or dodging Finales Funkeln. If she shields, keep sticking rather than backing out unless her bind is about to return.
Later Lux has stronger siege and pick value in grouped fights, but she remains vulnerable to Lee from fog or flank angles. Lee should avoid front-door engages through bindings and look to kick her or her frontliner into the backline before she can cast her full rotation.
- A missed Light Binding is the green light for second Q.
- Do not stand in Lucent Singularity while waiting for Resonating Strike damage.
- Safeguard sideways, not backward, to dodge Finales Funkeln after she roots or slows.
- Dragon's Rage can kick Lux out of shield return value if timed early.

MalphiteUnfavoured
Malphite's armor, Granite Shield, attack-speed slow, and Unstoppable Force make him one of the worst straight melee duels for Lee.
Watch for Ground Slam: the attack speed reduction cuts Lee's Flurry autos and lowers both his damage and energy return.
How to beat
Break Granite Shield with light poke before trading, then back out until the shield stays down. Do not all-in after Ground Slam lands; disengage with Safeguard and re-enter only when its slow window is gone. Save Dragon's Rage to disengage after Unstoppable Force or to push Malphite away from your carries rather than trying to burst through full armor.
Later Malphite outscales Lee in side-lane durability and brings much stronger front-to-back teamfight initiation. Lee should stop treating him as the target and instead peel the Malphite follow-up or kick a carry after Malphite has committed.
- Never start the real trade into Granite Shield.
- Ground Slam makes Flurry feel broken; wait before relying on autos for energy.
- Unstoppable Force cannot be interrupted, so position for the aftermath rather than trying to stop it.
- Armor penetration helps, but the better answer is often refusing to hit Malphite first.

MalzaharUnfavoured
Lee Sin can punish Malzahar before level 6, but Nether Grasp turns any committed engage into a suppression inside Null Zone and damage-over-time.
Watch for Nether Grasp suppresses you after you dash in, preventing Safeguard or Dragon's Rage from saving the fight.
How to beat
Hold outside minion lines so Sonic Wave is not blocked by Voidling or waves, and look for trades when Malefic Visions is down. Commit only if you can burst him before Nether Grasp or if Quicksilver Sash is ready; otherwise poke with Q and leave with Safeguard.
Later Malzahar is more valuable in grouped fights because one suppression can delete a carry, while Lee Sin has better pick and displacement tools. In side lane, Lee can win with QSS and enough burst, but without it Malzahar's point-click ultimate remains the deciding threat.
- Kick Malzahar out of Null Zone before finishing Resonating Strike if he has already ulted someone else.
- Voidling can block Sonic Wave, so clear or angle around it before committing.
- Do not take second Q just because Sonic Wave lands while Nether Grasp is available.
- QSS changes the matchup more than raw damage does.

Master YiEven
Lee Sin wins short burst windows and can interrupt Meditate, but Master Yi wins extended auto trades once Highlander and Wuju Style are running.
Watch for Meditate stalls your burst and can waste the damage window after Resonating Strike unless you interrupt it with Dragon's Rage.
How to beat
Do not chase through Alpha Strike; wait for Yi to reappear, then land Tempest and weave Flurry autos. Save Dragon's Rage for Meditate or to kick him away during Highlander, because Cripple's slow will not control him while his ultimate is active.
Later Finished Master Yi scales harder in the side lane if he gets uninterrupted attacks, while Lee Sin brings more reliable pick setup and peel in teamfights. Late, play to kick Yi off your carry instead of trying to out-DPS him in a long duel.
- Cast Tempest after Alpha Strike, not before, so he cannot dodge the reveal and damage.
- Dragon's Rage cancels Meditate if you hold it for the channel.
- Cripple's attack speed slow still matters, but Highlander ignores the movement slow.
- Avoid fighting him at low health where Berserker-style reset windows favor him after a kill.

Miss FortuneFavoured
Miss Fortune has dangerous lane poke and channeled damage, but Lee Sin can gap-close, interrupt Bullet Time, and burst her before Impure Shots stacks matter.
Watch for Bullet Time punishes a straight-line chase and can erase your health if Dragon's Rage or Safeguard is not available to break the cone.
How to beat
Stand away from your own minions so Double Up cannot bounce into you, then threaten Sonic Wave from fog or side angles. Once Make It Rain is used, take second Q or ward-hop in and hold Dragon's Rage to cancel Bullet Time immediately.
Later Miss Fortune outscales Lee Sin in front-to-back teamfights if protected, but she remains vulnerable in side lanes and rotations. Lee's job becomes flanking or peeling her ultimate, not walking through her team to duel her.
- Do not line up behind a low minion, because Double Up makes her trade far better than it looks.
- Make It Rain is her main peel before ultimate; if it misses, she is exposed.
- Dragon's Rage instantly stops Bullet Time.
- Break Strut with Tempest or Sonic Wave before chasing her through open ground.

MorganaEven
Lee Sin can outdamage Morgana if he dodges Dark Binding, but Black Shield and Soul Shackles make careless all-ins very punishable.
Watch for Dark Binding roots you long enough for Tormented Soil and Soul Shackles to turn your engage against you.
How to beat
Hold diagonal angles rather than walking straight at her, and do not take Resonating Strike through an obvious Binding line. Bait Black Shield with Sonic Wave or Tempest, then re-engage after it fades; if she uses Soul Shackles, kick her away before the second hit stuns.
Later Morgana is stronger in grouped fights when Black Shield protects a carry and Soul Shackles controls space, while Lee Sin is better at picks before she sets up. In side lane, Lee can win if Binding misses, but a single hit usually ends the attempt.
- Black Shield does not block Sonic Wave's physical damage, but it blocks Dragon's Rage's displacement while active.
- Dragon's Rage can push her out of Soul Shackles range before the stun triggers.
- Do not fight inside Tormented Soil after Binding lands; Safeguard out if possible.
- Her spell vamp makes small poke less meaningful than a clean burst trade.

NasusFavoured
Lee Sin beats Nasus early and midgame by denying long trades, but loses if he lets Nasus scale into Wither plus stacked Siphoning Strike.
Watch for Wither removes your movement and attack speed, making it hard to kite Fury of the Sands or finish your Flurry autos.
How to beat
Trade before Nasus has stacked Q and do not stand in Spirit Fire while fighting. Use Sonic Wave to start, weave autos quickly, then Safeguard out when Wither ramps or Fury of the Sands is activated; re-enter after the ultimate duration is wasted.
Later Nasus eventually wins the side lane if his Siphoning Strike is farmed and Lee lacks a large lead. In teamfights, Lee should displace Nasus away from carries or force fights before Nasus reaches the backline.
- Kick Nasus away after he casts Fury of the Sands instead of brawling through it.
- Avoid taking second Q into Spirit Fire armor reduction.
- Cripple helps cut his lifesteal value by reducing attack frequency, but it does not stop Siphoning Strike burst.
- Early fights are Lee's window; late equal-item duels are not.

NidaleeEven
Lee Sin wins if he sticks to Nidalee after dodging Javelin Toss, but Nidalee controls distance with traps, brush speed, heal, and cougar mobility.
Watch for Bushwhack reveals and shreds your defenses, making the next spear or cougar trade much more dangerous.
How to beat
Do not chase blindly through brush or trap lines; sweep with Tempest when you suspect cougar all-in or hidden retreat paths. Dodge Javelin Toss first, then use Sonic Wave from an angle and save Safeguard to follow her Pounce or escape after her Primal Surge resets the trade.
Later Nidalee has better poke and siege, while Lee Sin has better forced engage if he can find a flank. In side lane the duel stays skill-based, but one long-range spear before the fight usually makes it Nidalee-favored.
- Tempest reveal matters when she uses brush movement to break vision.
- Never take second Q after being marked by Bushwhack unless she is already low.
- Kick her away from brush when possible so Prowl cannot extend the chase.
- A missed spear is your clearest engage timer.

Nunu & WillumpFavoured
Nunu is hard to chase through Ice Blast and Consume sustain, but he lacks the damage to beat Lee Sin in a clean duel.
Watch for Absolute Zero forces you either to leave the zone or spend Dragon's Rage to interrupt the channel.
How to beat
Do not let repeated Ice Blasts turn into a slow poke fight; close with Sonic Wave when he uses it and weave Flurry autos between spells. Save Dragon's Rage or Safeguard for Absolute Zero, then punish him after the channel is broken or avoided.
Later Nunu contributes more as a buffing and objective-control tank, while Lee Sin has more kill pressure and playmaking. In side lane Lee can force him off, but in teamfights Lee should interrupt Absolute Zero and pressure Nunu's carries instead of tunneling the tank.
- Dragon's Rage cancels Absolute Zero cleanly.
- Consume does not help him in a champion-only duel unless minions or monsters are nearby.
- Ice Blast slows both movement and attacks, so wait out the worst of it before extended trading.
- Blood Boil lets him disengage better than his damage suggests.

OlafUnfavoured
Olaf wins most straight duels because Undertow keeps Lee in range, Reckless Swing ignores defenses, and Ragnarok denies Lee's displacement window.
Watch for Ragnarok makes Olaf immune to Dragon's Rage displacement and lets him run through your peel during the all-in.
How to beat
Fight in short bursts before Olaf is low enough to gain huge attack speed, and never chase over a picked-up Undertow path. Bait Ragnarok with a partial engage, disengage with Safeguard, then re-enter only after it expires; if he still has it, do not rely on kick to save you.
Later Olaf remains the stronger side-lane duelist at equal items, especially if he can run Lee down with axes. Lee is more useful in teamfights by kicking other targets or peeling after Ragnarok ends, but he should not try to frontally stop Olaf during the ultimate.
- Dragon's Rage is unreliable while Ragnarok is active; wait it out if you need displacement.
- Do not fight him at low health, where Berserker Rage makes his DPS spike.
- Sidestep Undertow first, then trade while the axe is out of position.
- Health and armor help less than usual because Reckless Swing is true damage.

PantheonUnfavoured
Pantheon's point-click stun, passive block, and champion-focused Heartseeker damage let him win short melee trades unless Lee outplays cooldowns.
Watch for Aegis of Zeonia stuns you and refreshes Pantheon's control window for Spear Shot and Heartseeker Strike.
How to beat
Remove Aegis Protection with a basic attack or Tempest before committing your strongest hit. Bait Aegis of Zeonia, disengage with Safeguard if he starts Heartseeker Strike, then punish while his stun and passive block are unavailable.
Later Lee Sin generally becomes more useful than Pantheon in extended teamfights because Dragon's Rage scales as displacement, but Pantheon can still delete a target with a flank. In side lane, Lee can win after armor and cooldowns, but taking the stun combo raw remains dangerous.
- Do not let Resonating Strike be blocked by Aegis Protection if you can strip the passive first.
- Kick him out of Heartseeker Strike's cone to cut the trade short.
- His stun is point-click, so your outplay is in cooldown timing, not dodging it.
- Early armor changes the matchup much more than extra damage.

RammusUnfavoured
Rammus punishes Lee Sin's auto-weaving with Defensive Ball Curl and can lock him into returned damage with Puncturing Taunt.
Watch for Puncturing Taunt forces you to attack into Defensive Ball Curl while your armor is reduced.
How to beat
Do not commit when Defensive Ball Curl is active; poke, step away, and re-engage after it ends. Keep Safeguard ready for Powerball impact, and use Dragon's Rage to create distance rather than trying to burst through his defensive window.
Later Rammus wins the tanky side-lane slap fight if Lee is forced to auto into him, but Lee has better backline access when Rammus is not marking him. In teamfights, avoid being the taunt target and kick Rammus away from your carries or past them into his team only when it is clean.
- Stop attacking during Defensive Ball Curl whenever possible.
- Puncturing Taunt plus armor reduction makes your Flurry pattern dangerous to yourself.
- Sonic Wave reveal can track him after Powerball brush angles, but it does not make the duel good.
- Magic-heavy allies help more than Lee trying to solve him alone.

RyzeUnfavoured
Ryze's targeted root and low-cooldown spell chain punish Lee's melee commit before Lee can finish a clean burst.
Watch for Rune Prison roots you in place, letting Ryze unload Overload, Spell Flux, and Desperate Power while you cannot reposition.
How to beat
Approach from fog or minion angles where Sonic Wave can land before he starts his rotation. If Rune Prison is down, commit hard and kick him before Desperate Power spell vamp turns the trade; if it is up, keep Safeguard available and avoid taking second Q into his full combo.
Later Ryze scales into the stronger side-lane and teamfight damage threat, especially with Desperate Power active. Lee must create picks before Ryze frontloads spells or use Dragon's Rage to remove him from a fight rather than extended-dueling him.
- Mercury's Treads shorten Rune Prison enough to make Safeguard exits realistic.
- Do not duel him inside Desperate Power unless he is already killable.
- Spell Flux reducing magic resist makes his follow-up much sharper than the first spell suggests.
- A spell shield or QSS can buy the one window Lee needs to finish him.

ShacoEven
Lee Sin can reveal and punish Shaco with Tempest, but Shaco wins if he controls the fight with Deceive angles, Jack In The Box fear, and clone confusion.
Watch for Jack In The Box fears you during your chase and gives Shaco the backstab angle he needs to win the trade.
How to beat
Do not follow Shaco into prepared brush or jungle corners; make him use Deceive first, then reveal with Tempest when he exits invisibility. Fight in open space, mark the real Shaco before Hallucinate if possible, and save Safeguard for the box fear or clone explosion spacing.
Later Shaco is better at split pressure and picks on isolated targets, while Lee is more reliable in 5v5 peel and engage. In side lane the duel depends heavily on box setup; in river or lane without traps, Lee has the cleaner fight.
- Tempest reveal is one of your best tools against Deceive jukes.
- Do not Resonating Strike into a known box nest.
- If Sonic Wave is on the real Shaco before Hallucinate, it helps track him through clone confusion.
- Kick Shaco away when he appears behind you to deny Backstab follow-up.

ShenEven
Shen is difficult to burst through Feint and sustain, but Lee Sin can outtrade him if he avoids long taunt-driven fights.
Watch for Shadow Dash taunts you, forcing attacks into Shen while he controls your position and sets up Vorpal Blade healing.
How to beat
Hold just outside Shadow Dash range and punish when he misses or uses it for mobility. Trade in short Q-E-auto bursts, then back out before Vorpal Blade healing and Ki Strike value stack up; save Dragon's Rage to interrupt Stand United or separate him after a taunt.
Later Shen offers more map pressure and front-line utility with Stand United, while Lee has stronger pick and displacement. In side lane, neither kills the other quickly at equal items, so Lee should shove, threaten interrupts, and join fights faster when Shen's ultimate is down.
- Dragon's Rage can interrupt Stand United if you are in range during the channel.
- Do not chase through a held Shadow Dash; make him spend it first.
- Feint can absorb your burst window, so wait it out if he casts it early.
- Your kill pressure is highest before Shen becomes too tanky to finish.

SingedUnfavoured
Singed wins if Lee Sin chases through Poison Trail and Fling, while Lee only wins by forcing short controlled trades before Insanity Potion takes over.
Watch for Fling puts you behind Singed in Poison Trail and breaks your ability to choose the trade direction.
How to beat
Do not run directly behind him; approach from the side, tag with Sonic Wave, and decide before taking second Q whether Fling and Insanity Potion are available. Bait Fling or Mega Adhesive, then use Safeguard to reset and kick him back toward your side if he overextends.
Later Singed is the stronger side-lane nuisance because he clears, soaks, and punishes chase patterns, while Lee has more direct pick value in teamfights. Late, Lee should protect carries from Fling angles or kick Singed away rather than trying to kill him through ultimate stats.
- Taking second Q can deliver you straight into Poison Trail; do it only when he is killable.
- Kick him toward your team or away from your carries, not deeper into a chase.
- Mega Adhesive makes ward-hop escapes unreliable if you enter too late.
- Magic resist and movement speed matter more than extra burst here.

SionEven
Lee Sin can kite and burst Sion before his lifesteal takes over, but Cryptic Gaze into Death's Caress and Cannibalism makes direct brawling risky.
Watch for Cryptic Gaze stuns you long enough for Death's Caress setup or Cannibalism autos to swing the duel.
How to beat
Try to pop or wait out Death's Caress before committing your full Q combo, because the shield can erase your burst and then explode. Save Dragon's Rage to interrupt his Cannibalism chase or create distance after Cryptic Gaze; short trades favor Lee more than standing still against lifesteal.
Later AD Sion can become a stronger raw side-lane duelist if he is allowed to auto during Cannibalism, while Lee keeps better mobility and displacement in teamfights. Late, deny his uptime with kick and Cripple instead of matching him hit for hit.
- Do not dump Resonating Strike into a fresh Death's Caress shield unless it secures the kill.
- Dragon's Rage buys time against Cannibalism's lifesteal window.
- Cripple is valuable because Sion's ultimate needs repeated autos.
- Mercury's Treads reduce the stun window enough to escape before his shield detonates.

SivirEven
Lee Sin can kill Sivir if he gets past Spell Shield, but a well-timed shield and Boomerang Blade punish predictable Q engages.
Watch for Spell Shield blocks one key Lee Sin ability, often denying Sonic Wave follow-up setup or Dragon's Rage displacement.
How to beat
Do not open with the ability you need most; use Tempest, Safeguard positioning, or a light Sonic Wave to draw Spell Shield first. Once it is down, commit quickly before On The Hunt lets her kite, and sidestep Boomerang Blade's return path after landing your combo.
Later Sivir is far stronger in grouped fights when On The Hunt starts engagements and Ricochet spreads damage, while Lee has better single-target pick pressure from fog. In side lane, Lee can win if Spell Shield is baited, but losing Dragon's Rage to it often flips the duel.
- Spell Shield can block Dragon's Rage, so strip it before trying to kick her.
- After dodging the first Boomerang Blade pass, move off the return line too.
- Her short attack range makes her more reachable than most marksmen once Spell Shield is down.
- On The Hunt is both her chase and escape timer; wait it out if you cannot kill immediately.

SkarnerEven
Lee Sin can outplay Skarner's slow melee pattern early, but extended fights favor Skarner once Crystalline Exoskeleton and Impale force Lee to stay in range.
Watch for Impale suppresses Lee Sin and removes his ability to Safeguard or kick until Skarner has dragged him into a losing position.
How to beat
Hold just outside Crystal Slash range and make Skarner spend Crystalline Exoskeleton before you commit. Use Sonic Wave as the engage check, then take Resonating Strike only if his shield is broken or he cannot immediately Impale you under his terms. Save Dragon's Rage to end the duel or interrupt his chase after the suppression ends.
Later Finished Skarner is harder to kill in a side lane because his shield uptime and suppression punish long trades. Lee Sin is more valuable finding flank kicks before Skarner can start a front-to-back fight with Impale.
- Do not take Q2 into a fresh Crystalline Exoskeleton unless you can instantly kick him away.
- Tempest reveal keeps tracking him through brush during Crystal Slash chases.
- If Impale is down, Lee can force much shorter trades and leave before Skarner's Energize value stacks up.

SonaFavoured
Sona's poke and auras matter in lanes and teamfights, but in a fair isolated duel she is too fragile to survive Lee Sin's gap close and kick combo.
Watch for Crescendo stuns Lee Sin during his commit and can buy enough time for Sona to kite or for allies to arrive.
How to beat
Approach from fog or behind minions so Sonic Wave is not obvious, then force Crescendo before using Dragon's Rage. If she holds ultimate, Safeguard in first, Tempest for reveal and slow, then Q after she burns movement from Song of Celerity. Do not waste time trading autos into Power Chord; commit cleanly or leave.
Later Sona almost never wants the side-lane duel, and Lee kills her if he finds her alone. In teamfights she wins by denying the engage with Crescendo, so Lee should flank from angles where one stun cannot stop both him and his team.
- Track Power Chord before diving; the damage-reduction chord can blunt your burst window.
- Crescendo is her only real duel-stopper, so do not stack your whole combo into it.
- Tempest makes it harder for her to kite through brush after Song of Celerity.

SorakaFavoured
Soraka can silence and heal through chip damage, but she lacks the burst or mobility to stop Lee Sin from forcing a decisive all-in.
Watch for Infuse silences Lee Sin and can interrupt the ability chain he needs to finish the kill.
How to beat
Do not start the fight with every spell at once; bait Infuse with Safeguard or a short Q threat first. Once silence is down, land Sonic Wave and follow immediately because Astral Blessing and Wish reward slow trades. Use Dragon's Rage to prevent her from walking out while her heals are on cooldown.
Later Soraka does not side-lane into Lee Sin unless she is far ahead or protected. Her finished build matters in teamfights by undoing poke and saving carries, so Lee should either kill her from fog or force her Wish before committing onto a higher-value target.
- Infuse stops Resonating Strike timing if you telegraph Q2 too early.
- Executioner's Calling has real value if the duel or skirmish is decided by Astral Blessing plus Wish.
- Do not chip her slowly; Starcall and heals make extended low-commitment trades worse for Lee.

TaricEven
Lee Sin has better mobility and burst, but Taric's armor aura, heal, and point-click stun make the straight melee duel much harder than it looks.
Watch for Dazzle stuns Lee Sin and lets Taric force Shatter and Radiance damage while Lee cannot reposition.
How to beat
Stay outside close Dazzle range until Taric uses it or commits forward, then trade quickly and disengage before Imbue comes back. Do not take a slow auto-for-auto fight into Shatter armor. If he holds Dazzle, use Dragon's Rage defensively to create distance after your burst instead of gambling on a finish.
Later Taric becomes less of a solo threat but much better at making his carry impossible to dive. Lee Sin should not tunnel Taric in teamfights unless kicking him opens a path to the backline.
- Shatter's armor makes physical burst weaker, so short trades need to start after it is spent or before he can settle in.
- Dazzle is point-click; Safeguard targets matter more than sidestepping once he is in range.
- Kicking Taric away after he stuns can deny his follow-up more reliably than trying to kill through Imbue.

TeemoEven
Lee Sin wins if he connects and chains reveal into burst, but Teemo can deny Lee's passive autos with Blind and turn the chase through mushrooms.
Watch for Blinding Dart removes Lee Sin's passive-empowered basic attacks, costing him energy return and a large part of his sustained damage.
How to beat
Hold enough distance to avoid free Toxic Shot harass, then look for Sonic Wave from fog or after Teemo uses Move Quick aggressively. If Blinding Dart is available, use spells first and delay your autos until the blind falls off. Sweep likely mushroom paths with Tempest reveal and avoid chasing blindly after Q2.
Later Teemo's side lane becomes dangerous because Noxious Trap controls the route before the duel even starts. Lee can still kill him in a clean catch, but in teamfights he should enter from warded or cleared angles rather than crossing trap lines.
- Tempest reveals Teemo after Camouflage if you are close enough to tag him.
- Blind also denies Flurry energy, so do not plan a long combo around immediate autos.
- Do not Resonating Strike into a mushroom-covered retreat path unless Dragon's Rage will finish the fight.

TristanaEven
Lee Sin has the burst to kill Tristana, but Rocket Jump and Buster Shot give her two strong answers to his engage.
Watch for Buster Shot knocks Lee Sin out after he commits, often denying Resonating Strike follow-up or Dragon's Rage positioning.
How to beat
Force Rocket Jump first with Sonic Wave pressure or Safeguard movement, then re-engage while it is unavailable. If she saves Buster Shot, do not Q2 from maximum range unless you can still reconnect with ward hop or Dragon's Rage. Fight away from open lane space where she can chain knockback into a long kite.
Later Finished Tristana outscales Lee hard in front-to-back fights and can side-lane safely if jump and ultimate are up. Lee's job becomes finding flank angles that force Buster Shot defensively before his team commits.
- Do not take Q2 while Rocket Jump and Buster Shot are both ready unless she is already lethal.
- Dragon's Rage can kick her back after Rocket Jump lands if you kept a Safeguard target nearby.
- Her range grows with levels, so late duels need fog of war rather than walking straight at her.

TryndamereUnfavoured
Lee Sin can win early bursts, but Tryndamere's sustained crit damage and Undying Rage beat him if the fight cannot be cleanly disengaged.
Watch for Undying Rage prevents the kill during Lee Sin's execute window and lets Tryndamere keep hitting through the moment Lee expects to finish.
How to beat
Take short trades before Tryndamere has full Fury and do not stay for an extended auto fight after Mocking Shout lands. Use Dragon's Rage or Safeguard to create distance when Undying Rage starts, then re-enter only as it expires. If he has Spinning Slash available, keep a ward or ally target ready so his chase does not trap you.
Later Tryndamere wins most finished side-lane duels unless Lee can kite out Undying Rage perfectly. In teamfights Lee has more playmaking value, so avoid matching him alone without vision and force fights where his ultimate is spent chasing instead of killing carries.
- Fight him before Fury is stacked; full Fury changes the duel more than one small item does.
- Dragon's Rage is best saved for Undying Rage, not used as early burst.
- Mocking Shout reduces your attack damage, so disengage if it lands before your main damage cycle.

Twisted FateFavoured
Twisted Fate can stun and kite briefly, but he is too immobile and fragile to survive Lee Sin once Gold Card is baited or missed.
Watch for Pick A Card's Gold Card stuns Lee Sin and creates the only reliable window for Twisted Fate to escape the all-in.
How to beat
Stand behind minions until he locks a card, then punish after Gold Card is thrown or times out. Sonic Wave after his stun, not before, unless you are forcing him to pick defensively. If he starts Gate, Q or Dragon's Rage can stop him from turning the duel into a map play.
Later Twisted Fate should not beat Lee in a side-lane duel if Lee gets on top of him, but Destiny makes him harder to isolate. In teamfights Lee should threaten flanks that force TF to hold Gold Card for self-peel instead of starting picks.
- Do not Q2 into a visible Gold Card unless you have a clear follow-up after the stun.
- Dragon's Rage can interrupt his Gate channel if you are already in range.
- Wild Cards are sidesteppable; the real cooldown to track is Pick A Card.

TwitchFavoured
Twitch deals dangerous damage if he opens first, but Lee Sin's reveal, burst, and displacement punish him hard once found.
Watch for Ambush gives Twitch the first attack window and lets him stack Deadly Venom before Lee Sin can answer.
How to beat
Do not wander into likely Ambush angles without a ward or Tempest range ready. If Twitch opens with Spray and Pray, Safeguard sideways instead of running in a straight line through the bolts, then land Sonic Wave after his slow or stealth is spent. Once revealed, commit fast because Twitch has no real defensive spell besides spacing.
Later Twitch outscales Lee in teamfights if protected and allowed to fire Spray and Pray through the team. Lee should hunt him before fights with wards and flank paths, or kick him out of his firing line the moment he reveals.
- Tempest reveals Twitch if you tag him after Ambush, which often decides the duel outright.
- Do not chase directly down Spray and Pray's line; angle first, then re-enter.
- A ward item is specifically valuable because denying Ambush's opener changes the fight.

VayneUnfavoured
Vayne is one of Lee Sin's worst duels because Condemn and Final Hour let her deny the first engage and win the extended chase with Silver Bolts.
Watch for Condemn knocks Lee Sin away and can stun him on terrain, breaking his combo while Vayne keeps firing.
How to beat
Fight away from walls and hold Sonic Wave until after Tumble or Condemn makes her path predictable. Do not take Resonating Strike into Final Hour invisibility unless Tempest can immediately reveal her. Your best kill window is a fog-of-war Q into instant Dragon's Rage before she gets room to kite.
Later Finished Vayne wins the side lane if she has space and ultimate, while Lee is better as a pick and displacement champion. In teamfights he should not duel her frontally; he needs a flank, a reveal from Tempest, or a kick that sends her into his team.
- Tempest can reveal her after Final Hour Tumble if you stay close enough.
- Never duel near a wall unless Condemn is down.
- Randuin's active or armor-heavy slows matter more than extra damage once she reaches late game.

VeigarEven
Lee Sin destroys Veigar if he reaches him cleanly, but Event Horizon can stop the engage and Veigar's full combo can kill Lee before he gets a second rotation.
Watch for Event Horizon creates a stun perimeter that blocks Lee Sin's direct Q2 or Safeguard path and sets up Dark Matter plus Primordial Burst.
How to beat
Do not take Resonating Strike through the cage edge; wait for Event Horizon to appear, then move around it or disengage until it fades. Approach from angles where Veigar must choose between caging himself defensively or missing the perimeter. Once cage is down, commit immediately and use Dragon's Rage before he can unload a second spell rotation.
Later Veigar's burst becomes more punishing, but he still hates being caught alone. Lee should flank rather than front-engage through Event Horizon, and in teamfights he can win by forcing Veigar to cage defensively instead of controlling the whole fight.
- Q2 can get you stunned if it crosses Event Horizon's edge.
- Hexdrinker or Maw is specifically valuable against his single magic burst window.
- Kick him before Dark Matter lands if he cages under himself.

WarwickUnfavoured
Warwick's sustain and suppress make the equal duel difficult because he survives Lee Sin's burst and wins the longer fight with Hungering Strike and autos.
Watch for Infinite Duress suppresses Lee Sin and heals Warwick through the moment Lee wants to reposition or finish him.
How to beat
Use short trades and leave before Warwick gets repeated Hungering Strike value. Save Dragon's Rage for after Infinite Duress or to deny his chase before he can reach low-health Blood Scent pressure. Only fully commit if you have already chunked him or can apply Grievous Wounds for his passive and Q healing.
Later Warwick becomes a stubborn side-lane stat check, while Lee has more ways to affect a teamfight with displacement. If Warwick's ultimate is up, Lee should avoid isolated low-health fights and look to peel or counter-engage after Infinite Duress is used.
- Executioner's Calling is one of the cleanest item answers because his duel is built on healing.
- Do not stay at low health; Blood Scent turns disengages into losing chases.
- QSS removes Infinite Duress, but it is a specific investment rather than a default buy.

WukongEven
The matchup is a skill fight where Lee Sin can reveal and punish Decoy, but Wukong's armor shred and Cyclone punish Lee if he commits into the clone wrong.
Watch for Decoy breaks Lee Sin's target tracking and can waste Sonic Wave follow-up or Dragon's Rage timing.
How to beat
Use Tempest before committing your second Q if Wukong has Decoy available. Keep trades short after Crushing Blow lands because the armor reduction makes his follow-up much stronger. Commit after Decoy is forced, then kick him away before Cyclone gets its full damage and knockup value.
Later Wukong's teamfight engage scales better, while Lee is stronger at single-target picks and counter-kicks. In side lane the duel remains playable if Lee reveals Decoy, but in 5v5 he should save Dragon's Rage to disrupt Cyclone or isolate a carry.
- Tempest reveal is the matchup's key interaction; use it to identify the real Wukong after Decoy.
- Do not burn Dragon's Rage into the clone.
- If Cyclone starts, kicking him away can deny more damage than trying to burst through it.

ZileanEven
Lee Sin can kill Zilean if he sticks to him, but Time Warp and Chronoshift make the duel awkward and often deny the payoff for Lee's first combo.
Watch for Chronoshift revives Zilean after Lee Sin commits his burst, forcing Lee to either wait it out or fight the same target twice.
How to beat
Hold the fight at Q threat range and make Zilean use Time Warp defensively before taking Resonating Strike. If Chronoshift is ready, either kick him away and wait out the mark or force it with minimal cooldowns, then re-engage after revive. Avoid standing near minions or allies when Time Bomb is about to expire.
Later Zilean rarely wants an honest side-lane duel, but he can waste Lee's time and survive long enough for help. In teamfights Lee should force Chronoshift onto Zilean or a low-value target before committing his full engage onto the carry.
- Do not spend Dragon's Rage into an active Chronoshift unless the displacement itself wins the fight.
- Time Warp can make Q2 look available and then turn it into a bad chase.
- Safeguard out before Time Bomb expires if he is using the bomb to punish your re-entry.
No champion by that name.
18- Attack damage
- 209.1
- Ability power
- 0
- Armor
- 252.6
- Magic resist
- 130.1
- Attack speed
- 1.009
- Cooldown reduction
- 20%
- Critical strike chance
- 15%
- Move speed
- 395

Click an item to leave it out of the numbers.
Resources
- Health
- 2,866
- Health regen
- 32.85 / 5s
- Energy
- 200
- Resource regen
- 57 / 5s
Offense
- Attack range
- 125
- Crit chance
- 15%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QSonic Wave / Resonating Strikerank 5/5
- Initial Damage
- 261
- Recast Damage
- 261
- Empowered Damage
- 523
WSafeguard / Iron Willrank 5/5
- Shield Amount
- 200
ETempest / Cripplerank 5/5
- Initial Damage
- 302
RDragon's Ragerank 3/3
- Damage
- 807
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.009
- Average hit
- 245.3
- Normal hit
- 213.3
- Critical hit
- 426.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 4.0s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 299.1
- Ability power
- 0
- Armor
- 221.6
- Magic resist
- 132.1
- Attack speed
- 1.009
- Cooldown reduction
- 20%
- Critical strike chance
- 15%
- Move speed
- 395

Click an item to leave it out of the numbers.
Resources
- Health
- 2,796
- Health regen
- 33.85 / 5s
- Energy
- 200
- Resource regen
- 50 / 5s
Offense
- Attack range
- 125
- Crit chance
- 15%
- Crit damage
- 200%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QSonic Wave / Resonating Strikerank 5/5
- Initial Damage
- 344
- Recast Damage
- 344
- Empowered Damage
- 688
WSafeguard / Iron Willrank 5/5
- Shield Amount
- 200
ETempest / Cripplerank 5/5
- Initial Damage
- 393
RDragon's Ragerank 3/3
- Damage
- 991
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.009
- Average hit
- 350.8
- Normal hit
- 305.1
- Critical hit
- 610.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 42.5 / s
- Time to kill
- 2.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.4
- Ability power
- 0
- Armor
- 86.6
- Magic resist
- 52.5
- Attack speed
- 0.983
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Resources
- Health
- 1,958
- Health regen
- 18.85 / 5s
- Energy
- 200
- Resource regen
- 50 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QSonic Wave / Resonating Strikerank 5/5
- Initial Damage
- 170
- Recast Damage
- 170
- Empowered Damage
- 340
WSafeguard / Iron Willrank 5/5
- Shield Amount
- 200
ETempest / Cripplerank 5/5
- Initial Damage
- 200
RDragon's Ragerank 3/3
- Damage
- 600
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.983
- Average hit
- 113.4
- Normal hit
- 113.4
- Critical hit
- 226.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.0s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 409.1
- Ability power
- 0
- Armor
- 145.6
- Magic resist
- 209.9
- Attack speed
- 1.009
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Click an item to leave it out of the numbers.
Resources
- Health
- 3,016
- Health regen
- 43.85 / 5s
- Energy
- 200
- Resource regen
- 50 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 205%
- Life steal
- 24%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QSonic Wave / Resonating Strikerank 5/5
- Initial Damage
- 445
- Recast Damage
- 445
- Empowered Damage
- 890
WSafeguard / Iron Willrank 5/5
- Shield Amount
- 200
ETempest / Cripplerank 5/5
- Initial Damage
- 506
RDragon's Ragerank 3/3
- Damage
- 1,215
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.009
- Average hit
- 417.3
- Normal hit
- 417.3
- Critical hit
- 855.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 101.1 / s
- Time to kill
- 2.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.