Lee Sin
LEE SINSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 8 | 7 | 6 | 5 |
| Cost | 50 | |||
| Base Damage | 60 | 100 | 140 | 180 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 15 | 14.5 | 14 | 13.5 |
| Cost | 50 | |||
| Shield | 100 | 160 | 220 | 280 |
| Base Damage | 26 | 39 | 52 | 65 |
| Physical Vamp | 20% | 30% | 40% | 50% |
| Magic Vamp | 20% | 30% | 40% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 8 | |||
| Cost | 50 | |||
| Base Damage | 35 | 70 | 105 | 140 |
| Slow | 30% | 40% | 50% | 60% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 60 | 50 |
| Base Damage | 150 | 375 | 600 |
| Percent Health Damage | 12% | 15% | 18% |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+S← S48.6%16.3%10.7%
- Master+S← S48.7%16.1%10.5%
- ChallengerSS← SS49.3%17.0%12.3%
- LegendarySS← SS49.8%16.9%22.0%
Tencent official (CN server) / Jungle / 2026-11-06
Tier moves S → SS across ranks, a 1.2 point spread in win rate. Ban rate also moves 10.5% → 22.0%.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Jungle
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 49.2%
- 51.2%
- 50.8%
- 46.7%
- 53.3%
- 51.2%
- 48.4%
- 50.2%
- 54.4%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 48.6%
- 48.0%
- 50.2%
- 45.7%
- 46.8%
- 48.3%
- 47.5%
- 48.9%
- 40.5%
- 46.1%
- 48.8%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 48.4%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 49.1%
- 51.2%
- 50.9%
- 47.4%
- 51.7%
- 53.1%
- 48.3%
- 54.2%
- 50.2%
- 54.2%
- 54.4%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 48.6%
- 50.1%
- 45.6%
- 46.8%
- 48.1%
- 47.8%
- 49.6%
- 45.9%
- 49.3%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 48.6%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 51.3%
- 52.3%
- 49.6%
- 50.8%
- 54.9%
- 52.6%
- 48.4%
- 54.2%
- 53.2%
- 55.2%
- 46.1%
- 49.1%
- 48.1%
- 50.5%
- 47.7%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 49.5%
- 48.5%
- 46.2%
- 45.0%
- 48.9%
- 48.5%
- 52.2%
- 48.4%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 53.5%
- 53.1%
- 50.4%
- 54.0%
- 56.8%
- 50.0%
- 47.1%
- 55.3%
- 51.5%
- 51.7%
- 56.4%
- 54.2%
- 52.8%
- 45.6%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 52.2%
- 49.0%
- 48.7%
- 46.1%
- 50.1%
- 44.7%
- 49.8%
- 47.4%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds5 builds (2 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
- PRO
Items in these builds
Serpent's Fang5 of 5
Guardian Angel3 of 5
Serylda’s Grudge3 of 5
Death's Dance3 of 5
Youmuu's Ghostblade3 of 5
Armorcrusher Boots2 of 5
Immortal Boots2 of 5
Mortal Reminder2 of 5
Eclipse2 of 5
Sundered Sky1 of 5
Trinity Force1 of 5
Mercurial Scimitar1 of 5
Maw of Malmortius1 of 5
Armored Advance1 of 5
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Domination
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3dBuffCombat power Lv15 11,806 → 11,888 (+0.7%)
Base Stats
- Attack Speed per level: 0.02 → 0.04
Dragon's Rage
- Base Damage: 125/350/575 → 150/375/600
7.3Changed
Base Stats
- Base Health: 690 → 660
- Health per Level: 120 → 132
- Attack Speed Ratio: 0.651
- Base Attack Speed: 0.651
- Base Bonus Attack Speed: 0.23
- Attack Speed per Level: 0.02
7.2bBuff
Safeguard/Iron Will
- Shield: 80/140/200/260 → 100/160/220/280
- Omnivamp: 16/24/32/40% → 20/30/40/50%
7.2Nerf
Sonic Wave / Resonating Strike
- Base damage: 55/90/125/160 + 100% Bonus AD → 60/100/140/180 + 90% Bonus AD
7.0Changed
Base Stats
- Energy Regen: 10 per second → 12 per second
Analysis
Nothing equippedCombat Power at Lv15 is 11,888 (#54 of 142, #26 of 37 Fighter). About the same as #45 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 6,119 | 5,897 | 6,196 | 45 |
| 2 | 6,717 | 6,459 | 6,866 | 48 |
| 3 | 7,539 | 6,934 | 7,443 | 33 |
| 4 | 8,040 | 7,485 | 8,023 | 36 |
| 5 | 8,293 | 7,899 | 8,416 | 46 |
| 6 | 8,671 | 8,244 | 8,734 | 42 |
| 7 | 9,024 | 8,552 | 9,099 | 44 |
| 8 | 9,375 | 8,948 | 9,505 | 46 |
| 9 | 9,775 | 9,378 | 10,013 | 48 |
| 10 | 10,112 | 9,716 | 10,319 | 51 |
| 11 | 10,478 | 10,018 | 10,657 | 50 |
| 12 | 10,885 | 10,461 | 11,188 | 52 |
| 13 | 11,206 | 10,786 | 11,518 | 51 |
| 14 | 11,527 | 11,138 | 11,829 | 54 |
| 15 | 11,888 | 11,462 | 12,217 | 54 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- +40% attack speed (next 2 attacks after casting an ability)250G
Combat only: 50%At most once per 8s- Physical damage888G
Combat only: 50%At most once per 8sSkill ranks from level- Shield819G
- Magic damage190G
Combat only: 50%Skill ranks from level- Magic damage1,268G
- Slow (decaying)2,050G
Combat only: 50%At most once per 8sSurvival factorMove speed % as flatChampion medianSkill ranks from level- Physical damage474G
Combat only: 50%Damage valued like healingSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
| Lv 15 | Lee Sin | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,508 | 1,832 | 2,422 | 2,732 |
| Armor | 112 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 130 | 50 | 109.5 | 147 |
| Attack Speed | 1.165 | 0.735 | 0.951 | 1.252 |
| Move Speed | 355 | 335 | 350 | 360 |
| HP regen | 20 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




