Lee Sin Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Lee Sin Jungle

Lee Sin Jungle Guide

Updated for Patch 7.3E
S+ Tier

Lee Sin Jungle Wild Rift overview and best build snapshot

How to play

  • Look for early fights with nearby allies Gank pushed-up lanes and attack between abilities to restore energy.

  • Keep your dash available when possible Save your 2nd ability to dash away or dodge a spell. Hitting your 1st ability does not mean you have to cast it again and follow the enemy.

  • Kick an enemy toward your team Move behind a key target before using your ultimate, or kick a diver away from your carry.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Dominant early game: a fast clear, quick levels, and a dash-heavy kit win the scuttle, the invade, and most early ganks.
  • Unmatched mobility and pick threat, since Safeguard (2nd) clears walls and his ultimate kicks a carry out of position on demand.
  • Strong early dueling and sustain, so he out-brawls scaling junglers in the skirmishes that decide the first objectives.

Weaknesses

  • Falls off hard: his power is front-loaded, and full-build carries and tanks out-stat his dashes once the game goes long.
  • Demanding to play, because his whole kit lives and dies on dash timing, combos, and cooldowns that punish any fumble.
  • If the early lead never happens, he has little late-game identity beyond a single kick.
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Lee Sin Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Lee Sin Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage for Sonic Wave (1st), Resonating Strike (1st), and Dragon's Rage (Ult). Flurry (Passive) does not add attack damage; after each ability it gives Lee Sin's next two attacks bonus attack speed and restores energy.

BOOTS

Immortal Treads

The omnivamp keeps him healthy across an early game built on constant skirmishing rather than farming.

CORE BUILD

Youmuu's Ghostblade

Momentum builds while he moves between lanes, so the speed and penetration are active when his Q (1st) lands.

Trinity Force

Each ability primes Spellblade, and Flurry (Passive) encourages Lee Sin to weave up to two attacks between casts for attack speed and energy. The passive attacks are not inherently bonus-damage attacks unless Iron Will (2nd) is active.

Serylda's Grudge

The slow keeps a target in his combo range after the dash, which is what turns a gank into a kill. The slow only applies below 60% target Health.

Death's Dance

Spreads burst damage out over a few seconds, which buys him time to finish a dive he committed his dash to.

Guardian Angel

Revives him once after dying. His dashes are usually spent arriving, not leaving.

SITUATIONAL ITEMS

Spear of Shojin

Ability haste means more Q (1st) casts and more dashes, which is his damage and his mobility.

Eclipse

His Q (1st) into the second cast is two quick hits, which is all this needs to trigger. Gives max health damage and a shield.

Serpent's Fang

Build this when the enemy has shields that absorb the burst his gank setup delivers.

Maw of Malmortius

Build this against heavy magic burst, which punishes him for diving in with his mobility spent.

Sundered Sky

Replace Youmuu's Ghostblade when Lee Sin expects extended melee skirmishes and needs recovery more than roaming burst. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

Black Cleaver

Replace Serylda's Grudge when Lee Sin and allied physical carries must work through armored frontliners. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sterak's Gage

Replace Guardian Angel when Lee Sin needs to survive the initial kick setup and has already invested in Health. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Force of Nature

Replace Guardian Angel when repeated magic damage stops Lee Sin from returning for another rotation. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Guardian Angel when a fed crit carry can kill Lee Sin during his committed entry. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

RUNES

KEYSTONE

Conqueror

His passive keeps him attacking between casts, so he stacks fast and the healing pays for the skirmishes he starts.

PRIMARY

Battle Zeal

All his damage is basic abilities, so the amplification builds through the extended early fights he wants.

Cut Down

His damage is front-loaded against squishies, and this is what keeps it relevant into a bruiser.

Legend: Alacrity

Attack speed compounds with Flurry's (Passive) bonus attack speed, helping Lee Sin weave the two energy-restoring attacks after each ability without stalling the combo.

SECONDARY

Sudden Impact

Resonating Strike (1st) and Safeguard (2nd) both count, so the bonus true damage lands the instant he arrives.

SITUATIONAL RUNES

Legend: Haste

Take this over Legend: Alacrity for repeated skirmishes where a second ability rotation matters more than extra attack speed. Shorter Sonic Wave (1st) and Safeguard (2nd) cooldowns give Lee Sin more follow-up and another way out after the first engage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his kick is how he moves a target somewhere their team cannot help them.

Smite

Smite

You are playing Jungle, you always take Smite. Resonating Strike (1st) gains damage as the objective loses health, making its second cast plus Smite Lee Sin's main secure combination. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Lee Sin Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Lee Sin Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Lee Sin Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Lee Sin Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Lee Sin does not need to wait for Dragon's Rage (Ult) before affecting a lane. Clear three or four camps, then read the map: Sonic Wave (1st) and Safeguard (2nd) can punish an overextended lane, protect an ally from a dive, or invade a weaker jungler when your nearby lanes can move. If none of those plays is clearly available, finish the full clear and take the safe level-five timing instead of manufacturing action. At scuttle, preserve Safeguard (2nd) as a way to follow an ally or leave after Resonating Strike (1st) commits you. Once Dragon's Rage (Ult) is unlocked, approach from the side and kick the target toward your laner rather than using the ultimate only as extra damage. Lee Sin's early game is about converting real openings before other junglers scale, not abandoning camps for a hopeful gank.

Mid / Late Game

Levels 9+
Dragon Rage (Ult) makes the first contested pit a displacement puzzle Lee Sin is built to solve. Herald is your kind of objective, since your gank pressure can clear the nearby lanes before you start it. Around dragon, kick their jungler away from the pit or boot a carry into your team before the Smite war begins. Contest both when your team is winning early fights, and prioritise the dragon when its permanent team buff or the nearby fight is worth more than Herald's tower pressure. Between objectives, keep the loop going but spend it aggressively. Every minute spent power-farming brings your fading curve closer, so trade tempo for kills while you are still the strongest champion on the field. Late game asks a different question, and raw stats are no longer the answer. You will not out-duel a full-build bruiser or out-trade a fed carry in a straight fight, so look for the one kick that matters. Hop into a flank and kick their most important player toward your team, or kick a frontline champion through clustered enemies so the collision damages and knocks them up. Hitting terrain has no special bonus. At Baron and Elder, displace the enemy jungler from Smite range or combine missing-health Resonating Strike (1st) with Smite for your own secure.

Teamfights

5v5 Combat
Your job in a fight is to reach one person, usually their carry or highest-value target. The classic play is the flank: Safeguard (2nd) over a wall from an angle they are not watching, kick the priority target back into your team where every cooldown lands on them at once, and chase the cleanup with the rest of your kit. If the kick is not there, peeling is just as valuable: Safeguard (2nd) back to your carry to body-block a diver, cripple their frontline to slow the engage, and use your mobility to never be the one who gets caught. The mistake to avoid is the lonely flash-kick into five people, because trading yourself for nothing gives away the one tool that makes you scary. Pick the moment and land the kick; a carry displaced into your team usually decides the rest.
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