Lee Sin

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Lee Sin
Lee SinSquare.png
General Information
TitleThe Blind Monk
Release DateApril 1st, 2011
Cost4800 BE 880 RP
PrimaryFighter
SecondaryAssassin
Statistics
Health Mini Icon.png Health570.8 (+ 85)
HealthRegen Mini Icon.png HP Regen7.5 (+ 0.7)
Energy Mini Icon.png Energy200 (+ 0)
EnergyRegen Mini Icon.png Energy Regen50 (+ 0)
MovementSpeed Mini Icon.png Movespeed345
AttackDamage Mini Icon.png Attack Dmg69.18 (+ 3.2)
AttackSpeed Mini Icon.png Attack Speed0.651 (+ 3%)
Range Mini Icon.png Range125
Armor Mini Icon.png Armor33 (+ 3.7)
MagicResist Mini Icon.png Magic Resist32.1 (+ 1.25)
Skins
Traditional Lee SinReleased: 2011-04-01 / 520 RP
Acolyte Lee SinReleased: 2011-04-01 / 750 RP
Dragon Fist Lee Sin
Duel Chroma Pack  (585 RP)
Release Date: 2015-04-30
Black
290 RP
Blue
290 RP
Yellow
290 RP
Chroma Icon.png
Chroma Pack  (975 RP)
Release Date: 2018-09-04
Emerald
290 RP
Pearl
290 RP
Rose Quartz
290 RP
Ruby
Special
Sapphire
290 RP
Chroma Icon.png
Released: 2012-01-10 / 975 RP
Muay Thai Lee SinReleased: 2012-07-24 / 975 RP
Pool Party Lee SinReleased: 2013-09-11 / 975 RP
SKT T1 Lee SinReleased: 2014-05-05 / 750 RP
Knockout Lee SinReleased: 2015-06-01 / 1350 RP
God Fist Lee SinReleased: 2017-04-06 / 1820 RP
Playmaker Lee Sin
Chroma Pack  (1320 RP)
Release Date: 2018-06-14
Aquamarine
290 RP
Citrine
290 RP
Emerald
290 RP
Obsidian
290 RP
Pearl
290 RP
Rose Quartz
290 RP
Sapphire
290 RP
Tanzanite
290 RP
Chroma Icon.png
Released: 2018-06-14 / 975 RP

Lore

For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
A master of Ionia’s ancient martial arts, Lee Sin is a principled fighter who channels the essence of the dragon spirit to face any challenge. Though he lost his sight many years ago, the warrior-monk has devoted his life to protecting his homeland against any who would dare upset its sacred balance. Enemies who underestimate his meditative demeanor will endure his fabled burning fists and blazing roundhouse kicks.

Among the many spirits Ionians revere, none are as storied as that of the dragon. While some believe it embodies ruin, others view it as a symbol of rebirth. Few can say for certain, and fewer still have ever been able to channel the dragon’s spirit, and none so completely as Lee Sin.

He arrived at the Shojin monastery as a boy, claiming the dragon had chosen him to wield its power. The elder monks saw flashes of its fire in the talented child, but also sensed his reckless pride, and the disaster it could bring. Warily, they nonetheless took him as a pupil—though, as others advanced, the elders kept him cleaning dishes and scrubbing floors.

Lee Sin grew impatient. He longed to fulfill his destiny, not waste time on chores.

Sneaking into the hidden archives, he found ancient texts describing how to call upon the spirit realm, and chose to flaunt his skill during a combat lesson. Brashly, he unleashed the dragon’s rage in a wild kick, paralyzing his learned instructor. Consumed with shame and banished for his arrogance, the young man set out to atone.

Years passed. Lee Sin wandered far, to distant places, benevolently aiding those in need. Eventually he reached the Freljord, where he met UdyrSquare.png Udyr, a wildman who channeled the primal beasts of his homeland. The so-called Spirit Walker struggled to control the powers that warred within him, and Lee Sin began to wonder if controlling the dragon was even possible. Sharing a need for spiritual guidance, the two men forged a bond, and he invited Udyr on his journey back home.

The two were dismayed to hear that the empire of Noxus had invaded and occupied Ionia. Monks from every province had fallen back to defend the holy monastery at Hirana, high up in the mountains.

Lee Sin and Udyr found it besieged. Noxian soldiers had broken through to Hirana’s great hall. As Udyr leapt to join the fray, Lee Sin hesitated, seeing his former peers and elders fall to the enemy’s blades. The wisdom of Hirana, Shojin, so much of Ionia’s ancient culture—all would be lost.

With no other choice left, he invoked the dragon spirit.

A tempest of flames engulfed him, searing his skin and burning the sight from his eyes. Imbued with wild power, he crippled the invaders with a flurry of breakneck punches and rapid kicks, the untamable spirit flaring brighter and hotter with each blow.

The monks were victorious, but Lee Sin’s desperate actions left the monastery in ruins, and his vision would never return. At last, in the blind darkness, he understood that no mortal could ever bend the might of the dragon spirit to their will completely. Devastated, agonized, he bound a cloth over his sightless eyes and tried to stagger away down the mountain paths.

But the surviving elders stopped him. In forsaking all desire for power, their disgraced pupil was finally ready to begin anew. Although they would not forget his previous arrogance, the monks offered absolution: the dragon’s wrath was deadly and unpredictable, true enough, but the humblest and worthiest mortal souls could counter its fiery nature, and direct it from time to time.

Gratefully, Lee Sin stayed with the monks to rebuild their monastery, and after the work was done and the Spirit Walker returned to the Freljord, Lee Sin devoted himself fully toward the pursuit of enlightenment.

In the years since the war with Noxus ended, he has continued to meditate on his role in Ionia. Knowing his homeland has not faced the last of its trials, Lee Sin must master himself, and the dragon spirit within, to face whatever foe is yet to come.

"Enlightenment is knowing the value of one’s ignorance."

- Lee SinSquare.png Lee Sin

ALL THAT GLITTERS...

Ancient roots, sinuous trees and thickly-leafed vines clinging to the rocks all but obscured the path through the lush jungle. Three men sweated as they hacked their way onward, driven by hearts filled with greed and dreams of untold wealth. For six days the jungle had defied them, but now the temple reared from the undergrowth. Its facade was carved into a colossal stone outcropping, with blossoms of red and blue spreading around its base. Serene statuary filled golden alcoves and garlands of golden orchids were entwined around its eaves.

“You see, Horta?” said Wren. “Didn’t we tell you the temple was real?”

“So long as the treasures inside are real” said Horta, tossing aside the blunted hatchet and drawing a freshly sharpened sword. “You both staked your lives on that, remember?”

“Don’t worry, Horta” said Medra, with a rasping cough. “You’ll be able to buy your own palace after this.”

“I’d better” said Horta. “Now draw your blades. Kill anyone who gets in our way.”

The three brigands approached the temple, weapons glinting in the setting sun. Horta saw its corners were not sharp and defined; every edge flowing together instead of meeting at angles. As they made their way inside, they passed between two magnificent Ionian Whipwillows, their trunks curved to form an entranceway, with bark so white it seemed painted.

“Why aren’t there any guards?” he asked, as he stepped inside.

The question went unanswered as his eyes adjusted to the sepulchral gloom of a chamber hewn into the rock. The arched roof was carved with bas-relief, and every wall glittered with colored chips of glass to form a mosaic of vivid landscapes that rippled with light and life. Ivory tablets engraved with ancient Shojin parables were situated upon pillars of carved bronze, and gem-studded idols of jet stood watchfully in sunken alcoves. Statues of warrior-gods, each trimmed with gold, stared down from plinths of porphyry and jade.

Horta grinned. “Take it. Take it all.”

Wren and Merta sheathed their swords and flung open their packs. They began filling them with everything they could reach: statues, idols and gemstones, whooping with glee as they dragged a fortune in gold behind them. Horta circled the chamber, already planning their deaths when they got back to civilization, when he noticed that one of the statues was moving.

At first glance, he’d thought it to be a painted idol of a warrior monk, seated with his legs crossed and his hands resting on his knees. His back had been toward Horta, but now the man stood and turned on the spot with the fluid ease of a coiled snake. Lean and powerfully muscled, he wore loose-fitting trousers and a red bandanna across his eyes.

“Not so empty after all” said Horta, flexing his fingers on the leather-wound grip of his sword. “Good. I was hoping I’d get to cut someone up.”

The monk cocked his head to the side as though listening to sounds only he could hear and said “Three men. One with a blighted lung, another with a weak heart that will not see out the year.”

The sightless monk turned and stared directly at Horta, though there was surely no way he could see him through the thick fabric bound across his eyes.

“You have a twist in your spine” he said. “It pains you in the winter and forces you to favor your left side.”

“What are you, some kind of seer?” demanded Horta, nervously licking his lips.

The monk ignored the question and said “I am Lee Sin.”

“Is that supposed to mean something?” asked Horta.

“I give you this one chance to put back what you have taken” said Lee Sin. “Then leave this place and never return.”

“You’re in no position to make demands, my blind friend” said Horta, letting the tip of his sword scrape across the stone floor. “There are three of us and you aren’t even armed.”

Wren and Merta gave nervous laughs, wary of the monk’s confidence even in the face of their advantage of numbers. Horta gestured with his free hand, and his two companions moved to flank the monk, each drawing a curved blade from leather sheaths.

“This is a sacred place” said Lee Sin, with a rueful sigh. “It should not be desecrated.”

Horta gave the others a nod. “Put this sightless fool out of his misery.”

Wren stepped forward. Lee Sin was moving before his foot hit the ground. The monk went from being utterly still to a blur of motion in the blink of an eye. His arm whipped around and the hard edge of his hand struck Wren’s neck. Bone crunched and the bandit dropped, his head twisted at an unnatural angle. Lee Sin swayed aside as Merta slashed with his sword. The blow was wild, and the reverse stroke flashed over Lee Sin’s head. The monk dropped flat, twisting as he fell to sweep his shin out and scythe Merta’s legs out from under him. The bandit collapsed, his weapon skittering away over the tiled floor. Lee Sin sprang to his feet and hammered his heel down on Merta’s sternum.

Merta gave a strangled cry as his ribs cracked and the splintered ends were driven into his weak heart. Stolen gemstones spilled from his fallen pack as his eyes bulged in agony and he fought for breath like a landed fish.

“You’re fast for a monk” said Horta, slicing his sword through the air in a series of blindingly swift maneuvers. “But I’m no slouch with a blade.”

“You believe you are fast?” asked Lee Sin.

“Trained by the best, so you won’t find me as easy to beat as those two idiots” said Horta, nodding toward the bodies of his former companions.

Lee Sin made no reply as they circled one another. Horta watched as the blind man tracked his every motion. The monk’s steps were fluid and precise, and Horta had the uncomfortable feeling that every passing second was revealing more of his own abilities to his opponent.

He roared and threw himself at the monk, attacking in a blistering series of high slashes and lunges. Lee Sin swayed aside, moving like a wind-blown sapling as he dodged, deflected and spun away from Horta’s desperate strikes. He kept his blade in constant motion, forcing Lee Sin back with every attack. The monk hadn’t even broken a sweat. His impassive mouth, covered eyes and casual disdain infuriated Horta.

He gathered himself for one final attack, drawing on every scrap of training, fury and strength he could muster. His sword cut the air around the monk, but never once made contact.

Lee Sin spun away one last time and bent his knees, his body taut.

“You have speed and not a little skill” he said, sinews pulsing beneath his skin “but anger colors your every thought. It has consumed you and has led to your death.”

Horta felt the air in the chamber grow warmer as streamers of energy coalesced around Lee Sin. A fiery vortex engulfed the monk and Horta backed away in terror, his sword falling from his grip. Lee Sin was trembling, as though fighting to control energies more powerful than he could contain. The chamber reverberated with the sound of a rising wind.

“Please” said Horta. “I’ll put it back. I’ll put it all back!”

Lee Sin leapt, propelled by the blitzing hurricane of energy. His foot hammered into Horta’s chest, hurling him backward. Horta slammed against the wall and stone cracked under the impact. He fell limply to the floor, every bone in his spine shattered like broken pottery.

“You had a chance to avoid this, but you did not take it” said Lee Sin. “Now you pay the price.”

Horta’s vision greyed at the edges as death approached, but not before he saw Lee Sin return to his seated position. The monk’s back was to him, and, as his posture relaxed, the vortex of lethal energies began to dissipate.

Lee Sin bowed his head and resumed his meditation.

Abilities

Flurry.png Flurry [Passive]

Innate: After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return Energy each.
First Attack Energy Return: 20 / 30 / 40 (at levels 1/7/13)
Second Attack Energy Return: 10 / 15 / 20 (at levels 1/7/13)
Sonic Wave.png Sonic Wave / Resonating Strike [Q]
Cost: Sonic Wave.png 50 Energy / Resonating Strike.png 30 Energy Cooldown: 11 / 10 / 9 / 8 / 7s Range: Sonic Wave.png 975 / Resonating Strike.png 1200

Resonating Strike.png
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters, granting True Sight of the target. 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 (Max: 400 Damage vs. Monsters) increasing based on target's missing Health.

Sonic Wave.png Damage: 50 / 75 / 100 / 125 / 150 (+100% bonus)
Resonating Strike.png Min Damage: 50 / 80 / 110 / 140 / 170 (+90% bonus)
Resonating Strike.png Max Damage: 100 / 160 / 220 / 270 / 300 (+180% bonus)
Safeguard.png Safeguard / Iron Will [W]
Cost: Safeguard.png 50 Energy / Iron Will.png 30 Energy Cooldown: 12s Range: 700

Iron Will.png
Safeguard: Lee Sin rushes to target ally. If the ally is a champion, Lee Sin shields the ally and himself for 2 seconds and Safeguard's cooldown is reduced by 50% After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds,

Iron Will: Lee Sin gains Life Steal and Spell Vamp for 4 seconds.

Shield: 40 / 100 / 160 / 220 / 280 (+80%)
Life Steal/Spell Vamp: 5 / 10 / 15 / 20 / 25%
Tempest.png Tempest / Cripple [E]
Cost: Tempest.png 50 Energy / Cripple.png 30 Energy Cooldown: 10s Range: Tempest.png 350 / Cripple.png 500

Cripple.png
Tempest: Lee Sin smashes the ground, sending out a shockwave that deals magic damage. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.

Cripple: Lee Sin cripples nearby enemies struck by Tempest for 4 seconds, slowing their Movement Speed. Movement Speed recovers gradually over the duration.

Damage: 80 / 120 / 160 / 200 / 240 (+100% bonus)
Slow: 20 / 30 / 40 / 50 / 60%
Dragon's Rage.png Dragon's Rage [R]
Cost: No Cost Cooldown: 90 / 75 / 60s Range: 375 Area of Effect: 1,200 (Knockback)

Active: Lee Sin performs a powerful roundhouse kick knocking an enemy champion back and dealing physical damage.

Enemies the target collides with are knocked into the air briefly and take physical damage.

Primary Target Damage: 150 / 375 / 600 (+200% bonus)
Secondary Targets Damage: [+15 / 18 / 21% primary target's bonus]

Patch History

v8.19

We've updated audio and visuals for a bunch of champions!

JarvanIVSquare.png Jarvan IV

VISUALS : Basic attack and ability visual effects have been updated for base Jarvan IV and all skins using base VFX
AUDIO : Non-VO AUDIO has been updated for base Jarvan IV and all skins using base SFX
BUGFIX : Jarvan IV now properly plays his dunk animation when casting Cataclysm

Lee SinSquare.png Lee Sin

VISUALS : Basic attack and ability visual effects have been updated for base Lee Sin and all skins using base VFX
AUDIO : Non-VO AUDIO has been updated for base Lee Sin and all skins using base SFX
KNOCKOUT : Knockout Lee Sin's Safeguard shield VFX have been updated
POOL PARTY : Pool Party Lee Sin's Q2 - Resonating Strike marker has been updated
GOD FIST : God Fist Lee Sin's Tempest VFX more clearly indicate the hitbox

VeigarSquare.png Veigar

VISUALS : Basic attack and ability visual effects have been updated for base Veigar and all skins using base VFX
AUDIO : Non-VO audio has been updated for base Veigar and all skins using base SFX
BAD SANTA : Bad Santa Veigar has also received VFX updates
LEPRECHAUN : Leprechaun Veigar has also received VFX updates

ViSquare.png Vi

VISUALS : Basic attack and ability visual effects have been cleaned up for base Vi and all skins using base VFX. This update also optimizes Vi to run more smoothly on slower computers.

SSG Ezreal

VISUALS : Though technically unrelated to the above, SSG Ezreal's ability VFX have received a clarity pass


v8.15
Q base damage decreased. Q damage ratio increased. No longer deals damage based on target's missing health damage. Now scales amplified damage based on target's missing health.

Lee Sin is an aggressive, snowball-oriented champion and we want to make sure he is appropriately rewarded when he does get ahead.

Sonic Wave.png Q - Sonic Wave / Resonating Strike

BASE DAMAGE : [55/85/115/145/175]
50/75/100/125/150
damage ratio : [0.9] 1.0 bonus attack damage
EXECUTE DAMAGE No longer deals 8% of target's missing health as damage
EXECUTE DAMAGE Now deals up to 100% increased damage based on target's missing health


v8.12
W cooldown decreased. E damage increased.

Last patch's buffs didn't go far enough in bringing Lee back up from the Warding Totem changes, so we're giving him a few more buffs.

Safeguard.png W - Safeguard / Iron Will

COOLDOWN : [14] 12 seconds

Tempest.png E - Tempest

BASE DAMAGE : [70/105/140/175/210]
80/120/160/200/240


v8.11
Energy restore on passive increased. Q, W, and E now apply cooldown reduction for the duration of their reactivation time.

Recent changes to Warding Trinket have left Lee Sin with fewer playmaking opportunities. Making sure he benefits fully from cooldown reduction should give him more to do with his baseline kit, and we also want to make sure he has more access to the energy needed to do so.

Flurry.png Passive - Flurry

ENERGY RESTORED ON FIRST HIT : [20/25/30]
20/30/40
ENERGY RESTORED ON SECOND HIT : [10/12.5/15]
10/15/20

Sonic Wave.png Q - Sonic Wave/Resonating Strike

HOW MUCH LONGER Timer displays on icon, showing second cast availability
KEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time

Safeguard.png W - Safeguard/Iron Will

HOW MUCH LONGER Timer displays on icon, showing second cast availability
KEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time

Tempest.png E - Tempest/Cripple

HOW MUCH LONGER Timer displays on icon, showing second cast availability
KEEP COUNTING Cooldown reduction now also applies for the duration of the reactivation time


v8.6
Passive energy return increased at later levels. Q range increased. R base damage increased.

Losing Tracker's Knife has taken away some of the consistency of Lee Sin's playmaking potential. We're looking to put some of that back into his kit.

Flurry.png Passive - Flurry

FIRST ATTACK ENERGY RETURN : [20] 20/25/30 (at levels 1/7/13)
SECOND ATTACK ENERGY RETURN : [10] 10/12.5/15 (at levels 1/7/13)

Resonating Strike.png Q - Resonating Strike

RANGE : [1100] 1200

Dragon's Rage.png R - Dragon's Rage

BASE DAMAGE : [150/300/450]
150/375/600


v7.22

BASE ARMOR : [24.22] 33
BASE ATTACK DAMAGE : [61.18] 69

Sonic Wave.png Q - Sonic Wave

BASE DAMAGE : [50/80/110/140/170]
55/85/115/145/175

Resonating Strike.png Q - Resonating Strike

BASE DAMAGE : [50/80/110/140/170]
55/85/115/145/175

Tempest.png E - Tempest

BASE DAMAGE : [60/95/130/165/200]
70/105/140/175/210


v7.18
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.

Safeguard.png W - Safeguard

BASE SHIELD : [40/100/160/220/280]
55/110/165/220/275


v7.11
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.

Safeguard.png W - Safeguard

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.


v7.10
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.

Base stats

MOVEMENT SPEED : [350] 345

Dragon's Rage.png R - Dragon's Rage

COOLDOWN : [90/75/60 seconds] 110/85/60 seconds


v7.1
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.

Tempest.png E - Tempest

THE BLIND MONK : No longer reveals invisible targets.
ONLY YOU : Now only reveals targets damaged by Tempest (no longer reveals nearby allies of damaged targets)

Dragon's Rage.png R - Dragon's Rage

DAMAGE : [200/400/600] 150/300/450


v6.21
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


v6.14
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.

Safeguard.png W - Safeguard

SHIELD AMOUNT : [40/80/120/160/200] 40/100/160/220/280


v5.16
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.

Flurry.png Passive - Flurry

ENERGY RETURN : [15 Energy per hit] 20 Energy on the first attack, 10 Energy on the second

Dragon's Rage.png 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


v5.6
Mass Texture Rebalance (Part 9)

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the Rift. "
  • KayleSquare.png Kayle
    • Base, Battleborn, Judgment, Silver, Unmasked, Viridian
  • Lee SinSquare.png Lee Sin
    • Base, Acolyte, Dragon Fist, Muay Thai, Traditional
  • PantheonSquare.png Pantheon
    • Base, Full Metal, Myrmidon, Perseus, Ruthless
  • RumbleSquare.png Rumble
    • Base, Bilgerat, Rumble in the Jungle
  • RyzeSquare.png Ryze
    • Base, Dark Crystal, Human, Pirate, Professor, Tribal, Triumphant, Uncle, Zombie

v4.20
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."
  • General
    • BASE ARMOR : 26 24
    • BASE HEALTH REGENERATION : +9.4 health per 5 seconds +7.4 health per 5 seconds

v4.18
Splash Updates

"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
  • SPLASH The following champions have received updated base splashes (click the portraits for the full image!):

v4.15

"Part two of three. Around here is where most would make a joke about Lee Sin being blind. We will not."
  • General
    • BUGFIX Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances

v4.13
'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)."
  • General
    • BASE HEALTH REGEN 6.95 health per 5 seconds ⇒ 8.95 health per 5 seconds
  • Safeguard.jpg W - Safeguard
    • SHIELD DURATION 4 seconds ⇒ 2 seconds
  • Cripple.jpg E - Cripple
    • REMOVED NEVER SKIP LEG DAY Cripple no longer reduces enemy Attack Speed (only reduces Movement Speed)

v4.5
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."

  • Safeguard.jpg W - Safeguard
    • COOLDOWN: 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
  • IronWill.jpg W - Iron Will
    • DURATION: 5 seconds ⇒ 4 seconds

v3.15
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

v1.0.0.154

  • Safeguard
    • Fixed a bug where the tooltip incorrectly stated that Lee SinSquare.png Lee Sin regained Energy when the shield was broken
  • 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%
  • Cripple
    • 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

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.139

  • 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

v1.0.0.135

  • 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 NautilusSquare.png Nautilus patch)

v1.0.0.133

  • Flurry Attack Speed bonus reduced to 40% from 50%
  • Sonic Wave missing health damage reduced to 8% from 10%

v1.0.0.126

  • 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

v1.0.0.124

  • Resonating Strike will now only automatically attempt to attack champions rather than all enemies

v1.0.0.123

  • Lee Sin will now attempt to attack the target after dashing to a champion with Resonating Strike

v1.0.0.121

  • Safeguard can now target wards again, but will now reveal wards to enemies when used in this manner

v1.0.0.118

  • 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

v1.0.0.116

  • Fixed a bug where Resonating Strike could follow the target over indefinite distance

v1.0.0.115

  • 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

April 5th Hotfix

  • 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

v1.0.0.114
Lee SinSquare.png Lee Sin released



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  • 2014

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