Lee Sin - The Blind Monk
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||7.425 (+0.7)|
|Attack Damage:||61.1 (+3.2)|
|Attack Speed:||0.651 (+3%)|
|Magic Resist:||32.1 (+1.25)|
Lee Sin The Blind Monk is a melee physical damage bruiser that uses energy. Each of his spells have a secondary effect that can be cast in the three seconds following the first cast. His passive, Flurry, increases his attack speed for two autoattacks which return energy. This is a good way to beat down turrets with Lee Sin, by using abilities while attacking turrets will give attack speed. Sonic Wave / Resonating Strike is a skillshot, with the second cast jumping him to the target and dealing damage based on their missing health. Safeguard / Iron Will is a jump that can be used on allied units, and also grants a shield to both targets. The second cast grants him lifesteal and spellvamp. This ability can also be used to jump to wards. Tempest / Cripple is an AoE groundslam that damages and reveals, with the second cast slowing all hit targets' MS and AS. His ultimate Dragon's Rage is a melee nuke that knocks the target back, also knocking up anyone that the original target hits. His early game damage is very high which makes him a big threat early on. In the late game his damage falls off but he can still be of use to his team because of his utility. He is typically played top, jungle, and rarely mid.
|Lore:||Once a promising mage from Ionia, Lee Sin is a blind monk who sought redemption at the Shojin Monastery for a terrible mistake that cost innocent lives. In the midst of the Noxian invasion, his power became one with his flesh in a way none could have foreseen. With burning fists and inhumanly powerful roundhouse kicks, he fights those who dare despoil his homeland.|
| "The actions of one may sunder the world, but the efforts of many may rebuild it."
- Lee Sin, the Blind Monk
|In Premier Tournaments|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|IEM Season IX World Championship||0||9||3||6||33.3||47.4|
|IEM Season IX - Cologne||8||4||3||1||75||85.7|
|2014 World Championship||29||44||24||20||54.5||93.6|
|2014 Season China Regional Finals||1||8||3||5||37.5||60|
|2014 NA LCS Summer Playoffs||7||9||5||4||55.6||55.2|
W shield increased at early ranks, decreased at rank 5.
With no hard crowd control in the early game, we want to make sure Lee Sin brings best-in-class 2v2 dueling power. We’re buffing up Safeguard’s early shield to make The Blind Monk’s perfectly-played ganks even more impactful.
- BASE SHIELD:
Many abilities are meant to get champions within striking range of their foes. In these situations, we often add an attack command at the end of the ability so champions aren’t standing around awkwardly after closing in on an enemy. Based on how input queueing works in League, however, this attack command overwrites any attempt to queue a second ability during the original ability’s cast time. We’re modifying a bunch of abilities so the hidden attack command no longer overwrites spell queueing attempts, but will still work if a second ability isn’t cast. Let us know if you think we’ve left something off the list!
- THIS IS A BIT CONFUSING: Changed several interactions where abilities overwrote any spell queuing commands, instead forcing the caster to immediately begin basic-attacking once the ability completed.
- SO HERE’S AN EXAMPLE: If Pantheon tried to queue E - Heartseeker Strike during W - Aegis of Zeonia’s dash, he’d begin basic-attacking the target once Aegis of Zeonia completed instead of casting Heartseeker Strike.
- BUT WHAT ABOUT MY…: This change only affects the following abilities:
- Aatrox’s Q - Dark Descent
- Amumu’s Q - Bandage Toss
- Darius’s E - Apprehend
- Ekko’s E - Phase Dive and R - Chronobreak
- Elise’s Spider Q - Venomous Bite
- Evelynn’s E - Ravage
- Irelia’s Q - Bladesurge
- Kha’Zix’s Q - Taste Their Fear
- Kindred’s E - Mounting Dread
- Lee Sin’s Q - Resonating Strike
- Maokai’s W - Twisted Advance
- Pantheon’s W - Aegis of Zeonia
- Poppy’s E - Heroic Charge
- Rek’Sai’s R - Void Rush
- Talon’s Q - Noxian Diplomacy
High-latency players can ward hop.
In the same vein as recent changes to Ryze and Karthus, we’re making Lee Sin’s ward hopping more feasible in high-latency environments.
- LAG IS NO EXCUSE: Cast can now be buffered when placing wards, allowing Lee Sin to quickly place and hop to wards on high-latency environments
- SORRY: No longer works with the Quick + Selfcast setting. We’re looking into restoring this functionality in a later patch.
Movement speed reduced. R cooldown increased.
Lee Sin has more uptime than almost any jungler, thanks to how easily he can move around the map and how often his ultimate is up. The Blind Monk already has two gap-closers that let him chase - or escape - enemy champions. Having best-in-class movement speed on top of that seemed like overkill.
- MOVEMENT SPEED:
90/75/60 seconds⇒ 110/85/60 seconds
Modernization on E and toning down damage on R.
It doesn’t take an experienced analyst to understand that junglers are a little out of line in 7.1. While we’re seeking to address their strength and gank uptime (more on that below), Lee Sin has unsurprisingly found himself at the top of list when it comes to effectiveness. Lee’s R-Q-Q combo is a death sentence to all but the most durable of champions, and while it’s been around for a while, the Blind Monk wasn’t enough of a problem for us to take action. Now that he’s back on top, we’re taking the opportunity to reduce the strength of the interaction - maintaining Dragon’s Rage as a powerful displacement tool, but cutting its raw effectiveness as a pure finisher.
Back in 6.19 we fixed a bug causing Lee Sin to dash directly on top of his targets, rather than next to them. The fix ended up creating worse issues - namely, Lee’s been getting dropped on the wrong side of walls. So, we’re reverting the 6.19 change.
- ON TOP OF IT: Resonating Strike and Safeguard once again drop Lee Sin directly on top of his target
- BUGFIX: Lee Sin's Q2 - Resonating Strike and W1 - Safeguard no longer cause him to dash directly on top of his target
- BUGFIX: When Lee Sin’s Q - Sonic Wave target dies before Lee Sin can cast Q - Resonating Strike, it now cancels Resonating Strike’s 3-second cast window instantly rather than waiting out the remainder of the duration
W shield increased.
Safeguard’s shield is pretty flimsy even at max rank. We’re giving it a healthy bump to give allies a real chance of survival when Lee Sin makes a clutch play to save them.
- SHIELD AMOUNT:
Patch Notes 5.16
Flurry's energy return is front-loaded. Kicking champions into other champions will deal more damage based on their bonus health. "Lee Sin buffs. This is not a drill. For professionals, Lee Sin is a perfect champion; a strong contributor at each stage of the game, flexible in item builds and adaptable to almost any scenario. For the average player however, he’s that champion you wish you didn’t see on your team due to the sheer number of games required to reach a certain level of competency. Because of this, these changes are aimed at raising Lee’s floor (that is to say his ‘basic effectiveness’) rather than his maximum potential and give an edge to those players taking their first steps on the road of Blind-Monasticism. While those same top players will find these useful in certain scenarios, Average Joe Lee Sin should enjoy more fluidity as they climb the ranks." Passive - Flurry
- ENERGY RETURN:
15 energy per hit⇒ 20 energy on the first attack, 10 energy on the second R - Dragon's Rage
- THE BIGGER THEY ARE: Enemy champions that collide with the target take 15/18/21% of the target's bonus health as physical damage
Patch Notes 4.20
Base armor and base health regeneration are going down slightly. "We've made enough jokes throughout the patch notes at the expense of Lee Sin's constant dominant power, but we're making some small pre-emptive modifications just in case. Aside from Kha'Zix (for which we have changes), Lee is still a jungler who has the potential to be very oppressive in the early game, so we're tuning up his weaknesses by a small amount."
- BASE ARMOR:
- BASE HEALTH REGENERATION:
+9.4 health per 5 seconds⇒ +7.425 health per 5 seconds
- BASE ARMOR:
Patch Notes 4.15
"Part two of three. Around here is where most would make a joke about Lee Sin being blind. We will not."
- BUGFIX: Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances
Patch Notes 4.13
Lee's shield duration got cut in half, and Cripple no longer reduces attack speed (only movement speed) "Like Elise, Lee Sin has a ton of strengths and few weaknesses, so it's equally tough to find the right direction to take him. In this case, after considering a lot of player feedback about Lee Sin's identity as a high-pressure early jungler who falls off late, we're maintaining that direction in our changes (specifically through the late-game falloff on his survivability and utility)."
- BASE HEALTH REGEN:
6.95 health per 5 seconds⇒ 8.95 health per 5 seconds
- BASE HEALTH REGEN:
Patch Notes 4.5
Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit. "Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards."
- W - Safeguard
9 seconds⇒ 14 seconds
- "NEW" UTILITY: Cooldown reduced by 50% if cast on Lee Sin or an allied champion
- SHIELD DURATION:
5 seconds⇒ 4 seconds
- "REMOVED" UTILITY: Lee Sin gains a shield when Safeguard is cast on non-champion units
Patch Notes 3.15
Summary: Safeguard no longer shields minions or makes wards invulnerable when Lee Sin dashes to them. "We like that Lee Sin could make cool plays without relying on teammates to Safeguard to, but felt we could trim some of his extraneous power without removing the real ‘fun' of it."
- W - Safeguard
- Now only shields the target if the ally is a champion
- Fixed a bug where the tooltip incorrectly stated that
Lee Sin regained energy when the shield was broken
- Fixed a bug where the tooltip incorrectly stated that
- Iron Will
- No longer grants armor while active
- Life steal and spell vamp increased to 5 / 10 / 15 / 20 / 25% from 5 / 9 / 13 / 17 / 21%
- Slow amount reduced at earlier ranks to 20 / 30 / 40 / 50 / 60% from 30 / 37.5 / 45 / 52.5 / 60%
- Range reduced to 600 from 800
- Base Movement Speed increased by 25.
- Iron Will
- Life Steal and Spell Vamp reduced to 5 / 9 / 13 / 17 / 21% from 5 / 10 / 15 / 20 / 25%
- Cooldown increased to 9 seconds from 8
- Safeguard cooldown increased to 9 seconds from 8
- Sonic Wave base damage increased to 50 / 80 / 110 / 140 / 170 from 45 / 75 / 105 / 135 / 165 (Hotfixed 2/21 due to an unintended nerf in the
- Flurry attack speed bonus reduced to 40% from 50%
- Sonic Wave missing health damage reduced to 8% from 10%
- Sonic Wave
- Cooldown increased to 11 / 10 / 9 / 8 / 7 from 10 / 9 / 8 / 7 / 6 seconds
- Attack damage ratio reduced to 0.9 from 1.0
- Safe Guard range reduced to 700 from 750
- Resonating Strike will now only automatically attempt to attack champions rather than all enemies
- Lee Sin will now attempt to attack the target after dashing to a champion with Resonating Strike
- Safeguard can now target wards again, but will now reveal wards to enemies when used in this manner
- Energy costs on all spells reduced to 50 / 30 from 60 / 40
- Safeguard shield no longer restores energy when the shield is destroyed
- Tempest range increased to 450 from 400
- Fixed a bug where Resonating Strike could follow the target over indefinite distance
- Sonic Wave
- Base damage reduced to 50 / 80 / 110 / 140 / 170 from 60 / 90 / 120 / 150 / 180
- Improved the general missile usability
- Resonating Strike base damage reduced to 50 / 80 / 110 / 140 / 170 from 60 / 90 / 120 / 150 / 180
- Safeguard range increased by 50
- Iron Will lifesteal and spell vamp percent reduced to 5 / 10 / 15 / 20 / 25 from 10 / 15 / 20 / 25 / 30
- Sonic Wave/Resonating Strike AD ratio increase to 1.0 from 0.8
- Tempest/Cripple AD ratio increased to 1.0 from 0.6
- Dragon's Rage AD ratio increased to 2.0 from 1.5
- Flurry's Energy restoration increased to 15 from 10