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Champion Guide8 min read

Best Lee Sin Build & Guide (2026) — League of Legends

The definitive Lee Sin build guide for 2026. Optimal items, runes, ability order, jungle pathing tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Lee Sin is League of Legends' most iconic playmaking jungler — a martial arts master whose kit rewards mechanical skill, creativity, and split-second decision-making more than almost any other champion in the game. Lee Sin's identity revolves around his ability to make aggressive early-game plays through ward-hopping mobility, Sonic Wave gap-closing, and Dragon's Rage kicks that displace priority targets into his team. Every Lee Sin ability has two activations — a first cast that provides utility or gap-closing, and a second cast that delivers damage or crowd control — creating a rhythm-based combat style where weaving auto-attacks between ability casts through his Flurry passive maximizes both damage output and energy management. The trade-off is that Lee Sin falls off in the late game as his damage becomes less relevant against tanky, itemized enemies, and his playmaking becomes riskier when the consequences of a failed Insec kick mean instant death. Whether you're a jungle main looking for a high-skill-ceiling champion who can solo-carry through early aggression and outplay potential, or a player who enjoys the satisfaction of landing a perfectly executed ward-hop kick combo that wins a teamfight, this guide covers everything you need to dominate with Lee Sin in 2026.

Lee Sin Overview

Lee Sin operates as an early-game aggressive jungler whose power comes from his exceptional mobility, strong dueling, and ability to create plays that no other jungler can replicate. Unlike scaling junglers who farm until their items come online, Lee Sin wants to fight from level 3 onward — invading the enemy jungle, ganking lanes with Sonic Wave, and securing early kills that snowball into objective control and map dominance.

Flurry (Passive) grants Lee Sin bonus attack speed on his next two basic attacks after using any ability, and each of those attacks restores energy. Flurry is the engine that drives Lee Sin's combat efficiency — weaving two auto-attacks between every ability cast dramatically increases his damage output in extended fights and keeps his energy pool healthy for continued ability use. Players who mash all their abilities at once without auto-attacking between casts lose a massive amount of damage and run out of energy almost immediately. Mastering the auto-attack weave rhythm is the single most important mechanical skill for Lee Sin players.

Sonic Wave (Q1) fires a sonic projectile in a line that damages and marks the first enemy hit. Resonating Strike (Q2) dashes Lee Sin to the marked target, dealing physical damage that increases based on the target's missing health. Sonic Wave is Lee Sin's primary engage, chase, and execution tool — the skillshot provides ranged engage from fog of war for ganks, the dash closes distance to fleeing targets, and the missing health scaling makes Q2 deal massive damage as an execute on low-health targets. Landing Q is the gateway to almost everything Lee Sin does — a missed Q means a failed gank, a lost duel, or a wasted invasion. The missing health execute scaling also means Lee Sin should use Q2 as the last ability in his combo whenever possible, not the first, to maximize its damage.

Safeguard (W1) dashes Lee Sin to a target ally champion, ally minion, or ward, shielding both Lee Sin and the target. Iron Will (W2) grants Lee Sin bonus lifesteal and spell vamp for a short duration. Safeguard is what makes Lee Sin's mobility legendary — the ability to dash to wards means Lee Sin can place a ward in any direction and instantly dash to it, enabling the famous ward-hop mechanic that provides instant repositioning for escapes, flanks, and Insec kick combos. W1 is also Lee Sin's only defensive mobility tool, so using it offensively means giving up his escape for several seconds. Iron Will's lifesteal sustains Lee Sin during jungle clears and skirmishes, keeping him healthy enough to take aggressive fights without backing.

Tempest (E1) slams the ground, dealing magic damage to all nearby enemies and revealing them for a short duration. Cripple (E2) slows all enemies previously hit by Tempest. Tempest provides Lee Sin's only area-of-effect damage for jungle clearing, and the reveal effect is uniquely powerful against stealth champions like Evelynn, Shaco, and Kha'Zix — Tempest reveals them through invisibility, denying their primary escape tool. Cripple's slow helps Lee Sin stick to targets during ganks and duels, and the attack speed slow reduces the damage output of auto-attack-reliant champions. E is maxed last because its utility comes primarily from the slow and reveal at rank 1.

Dragon's Rage (R) delivers a powerful roundhouse kick to an enemy champion, knocking them back a long distance and dealing physical damage. Any enemies the kicked target collides with are knocked up and take the same damage. Dragon's Rage is one of the most versatile ultimate abilities in League of Legends — it can be used to kick a priority target into your team for an instant kill (the Insec combo), to peel a diver off your carry by kicking them away, to kick one enemy into multiple enemies for a multi-person knockup in teamfights, or simply as burst damage to finish off a low-health target. The kick displacement is long enough to move an enemy from safety into Lee Sin's team, and the knockup on secondary targets can disable an entire team if the geometry is right.

Strengths

  • Lee Sin's early-game dueling power is among the strongest of any jungler because Flurry's attack speed steroid combined with Sonic Wave's missing health execute and Conqueror stacking means he wins almost every one-versus-one fight in the jungle before level 6 — allowing him to invade the enemy jungler's camps, steal their buffs, and kill them if they contest — Lee Sin's level 3 all-in with Q-auto-auto-E-auto-auto-Q2 deals enormous damage while Flurry sustains his energy pool, and most junglers cannot match this output in an early skirmish
  • Ward-hop mobility gives Lee Sin a movement toolkit that no other jungler can match — the ability to place a ward and instantly dash to it with Safeguard means Lee Sin can cross terrain, reposition behind enemies for Insec kicks, escape over walls after invading, and create angles of attack that the enemy cannot anticipate or prepare for — A Lee Sin with a Control Ward and a Stealth Ward can hop over two walls in rapid succession, making him nearly impossible to collapse on when invading, and the ward-hop into Dragon's Rage kick combo moves an enemy carry from their backline into Lee Sin's team faster than they can react
  • Dragon's Rage is one of the highest-impact ultimate abilities in the game because it creates plays that single-handedly win teamfights — kicking the enemy carry into your team eliminates them before the fight begins, kicking a tank into three backline carries knocks up the entire enemy damage threat, and the displacement distance is long enough to move targets completely out of position — The Insec combo (Q to a target, ward-hop behind them, R kick them into your team) is one of League's most iconic plays and remains one of the most reliable ways to pick off a target in the mid game
  • Lee Sin's ganking is exceptional because Sonic Wave provides long-range engage from fog of war, the Q2 dash closes the remaining distance instantly, Cripple slows the target to prevent escape, and the entire gank setup happens faster than most laners can react with Flash — and if the target does Flash, Lee Sin can follow with his own Flash or a ward-hop to continue the chase — Lee Sin's gank threat from level 3 onward forces enemy laners to play cautiously and buy early wards, which is a strategic advantage in itself even when Lee Sin is ganking a different lane

Weaknesses

  • Lee Sin falls off significantly in the late game because his base damage becomes less relevant against enemies with completed defensive items, his bruiser build lacks the sustained damage to threaten tanks, and his playmaking becomes increasingly risky when a failed Insec combo means instant death against a five-person team that can burst him during the dash — After 25 minutes, Lee Sin transitions from a carry threat to a utility playmaker whose value depends entirely on landing one perfect kick, and if that kick doesn't happen, he contributes far less than a scaling jungler like Karthus or Viego would
  • Lee Sin is entirely dependent on landing Sonic Wave to engage, and Q is a narrow skillshot that can be dodged, blocked by minions, or sidestepped by mobile champions — a missed Q means Lee Sin has no way to reach the target and his gank or fight attempt is completely wasted, leaving him standing in the open with no engage and no damage — Unlike point-and-click engage junglers like Vi or Warwick, Lee Sin's engage is conditional on hitting a skillshot, which means his effectiveness varies dramatically based on the player's mechanical accuracy
  • Lee Sin's energy system limits his sustained fighting capability because using abilities without weaving auto-attacks between casts drains his energy pool in seconds — a Lee Sin who panic-mashes Q-W-E without auto-attacking will run out of energy and stand helplessly auto-attacking with no abilities available, losing fights he should have won — The Flurry passive rewards patient, rhythmic ability usage, but in high-pressure teamfights where Lee Sin needs to reposition quickly, there often isn't time to weave two auto-attacks between every cast
  • Lee Sin's jungle clear speed is mediocre compared to power-farming junglers because his AoE damage is limited to Tempest's moderate magic damage, and his single-target focus means multi-camp clears take longer — this means Lee Sin falls behind in gold and experience if he doesn't successfully gank or invade, making him a feast-or-famine champion who snowballs when ahead but becomes irrelevant when behind — Junglers like Karthus, Lillia, and Diana full-clear their jungle in under three minutes while Lee Sin's first clear takes longer and leaves him lower health if he doesn't properly weave Flurry autos

Recommended Runes

Primary — Conqueror (Precision)

  • Conqueror — Grants stacking adaptive force on each attack or ability hit against enemy champions, and at full stacks converts a portion of damage dealt into healing. Conqueror is Lee Sin's optimal keystone because his Flurry-enhanced auto-attack weaving between abilities stacks Conqueror rapidly — a full Q-auto-auto-E-auto-auto-W-auto-auto combo reaches full stacks in a single rotation, providing significant bonus AD that amplifies every subsequent hit. The sustain healing at full stacks also helps Lee Sin survive extended skirmishes and duels in the jungle where he fights at close range for multiple seconds.
  • Triumph — Restores health and grants bonus gold on champion takedowns. Triumph provides critical sustain during multi-kill skirmishes where Lee Sin dives into the enemy team for a kick combo — the health restoration on each kill keeps Lee Sin alive through chain fights. The bonus gold accelerates Lee Sin's item spikes, which is valuable because Lee Sin needs to hit his power spikes before the late game.
  • Legend: Alacrity — Grants permanent bonus attack speed for each champion takedown. Legend: Alacrity increases Lee Sin's auto-attack speed, which directly synergizes with Flurry's two-auto-attack weave pattern — faster auto-attacks mean faster ability rotations and more damage output in the same time window. The attack speed also speeds up Lee Sin's jungle clear by making Flurry auto-attacks resolve faster between ability casts.
  • Coup de Grace — Deals increased damage to enemies below a health threshold. Coup de Grace amplifies Lee Sin's execute pattern because Resonating Strike's Q2 already deals bonus damage based on missing health — Coup de Grace's bonus damage on low-health targets stacks multiplicatively with Q2's execute scaling, making Lee Sin's finishing power among the highest of any jungler.

Secondary — Inspiration

  • Magical Footwear — Grants free Slightly Magical Boots at 12 minutes, reduced by 45 seconds per takedown. Magical Footwear saves Lee Sin 300 gold on boots and provides bonus movement speed, accelerating his core item completion. Since Lee Sin's aggressive early ganks and invades generate takedowns, the boots arrive well before 12 minutes, and the bonus movement speed improves his roaming and chase potential for the rest of the game.
  • Cosmic Insight — Grants bonus item haste and summoner spell haste. Cosmic Insight reduces the cooldown of Flash and Smite, both of which are critical for Lee Sin — shorter Flash cooldown means more frequent Insec kick opportunities with Flash-R, and shorter Smite cooldown improves objective securing. The item haste also reduces active item cooldowns like Eclipse's proc.

Recommended Item Build

Based on data from over 75,000 ranked Lee Sin matches tracked on dodge.gg, here's the highest winrate build path.

Early Game (0–10 min)

  • Scorchclaw Pup — Lee Sin's optimal jungle pet that deals bonus burn damage on abilities and attacks. The burn damage amplifies Lee Sin's early dueling and gank damage, and the red smite effect reduces damage taken from the smited target, helping Lee Sin win early jungle skirmishes and invades.
  • Health Potion — Restores health over time when consumed. Health Potions keep Lee Sin healthy through his first jungle clear and allow him to take aggressive fights or ganks immediately without backing.

Core Build (10–20 min)

  • Eclipse — Grants attack damage, lethality, and a passive that deals bonus damage and grants a shield and movement speed burst when hitting an enemy champion with two separate attacks or abilities within a short window. Eclipse is Lee Sin's optimal first item because his Q-auto or auto-E combat pattern triggers the passive constantly, providing bonus damage for burst, a shield for survivability during dives, and movement speed for chasing or escaping. The lethality amplifies Lee Sin's physical damage against squishy targets, and the omnivamp sustains him through extended fights.
  • Plated Steelcaps — Grants armor and reduces incoming basic attack damage. Plated Steelcaps are Lee Sin's standard boots because most jungle matchups and enemy AD carries deal physical damage, and the auto-attack damage reduction is valuable for a champion who fights in melee range constantly. Switch to Mercury's Treads against heavy crowd control or magic damage compositions.
  • Sundered Sky — Grants attack damage, health, and a passive that empowers the first attack against each champion with bonus damage and significant healing. Sundered Sky gives Lee Sin both damage and durability — the empowered first hit deals substantial bonus damage when engaging with Q2 dash, and the healing keeps Lee Sin alive during the risky melee-range combat that his kit demands. The health stat also makes Lee Sin tankier as he transitions from assassin to bruiser in the mid game.

Late Game (25+ min)

  • Black Cleaver — Grants attack damage, health, ability haste, and a passive that shreds the target's armor on each hit. Black Cleaver is valuable in the late game because Lee Sin's multi-hit combo (Q-auto-auto-E-auto-auto) stacks armor shred rapidly, reducing enemy armor for both himself and his AD teammates. The ability haste reduces Lee Sin's cooldowns for more frequent ward-hop and Q attempts, and the health makes him durable enough to survive teamfight engages.
  • Guardian Angel — Grants attack damage, armor, and a passive that revives the champion upon death. Guardian Angel is essential for Lee Sin's late-game playstyle because his Insec kick combo requires him to dash into the enemy team — a position that often results in death after the play is made. Guardian Angel ensures that even if Lee Sin dies after delivering a game-winning kick, he revives while your team follows up on the displaced target.
  • Death's Dance — Grants attack damage, armor, ability haste, and a passive that converts a portion of incoming damage into a bleed effect and cleanses the bleed on champion takedowns. Death's Dance transforms Lee Sin's survivability in teamfights by spreading burst damage over time, giving him seconds to lifesteal or receive heals before the full damage resolves. The bleed cleanse on takedowns synergizes with Lee Sin's aggressive dive playstyle — if he kills a target after diving in, the damage he took during the dive is partially negated.

Ability Priority

  1. Sonic Wave / Resonating Strike (Q) — Max first. Each rank increases Q1's base damage and Q2's execute damage, directly amplifying Lee Sin's gank burst and duel potential. Since Q is the ability Lee Sin uses most frequently for engaging, chasing, and finishing targets, maxing it first provides the largest damage increase per rank. The cooldown reduction per rank also allows more frequent Q attempts, which means more engage opportunities.
  2. Safeguard / Iron Will (W) — Max second. Each rank increases the shield strength and Iron Will's lifesteal and spell vamp values, improving Lee Sin's durability in fights and sustain during jungle clears. The shield scaling is especially valuable in the mid game when Lee Sin begins teamfighting and needs the extra survivability to survive after diving in with kick combos. The cooldown reduction also allows more frequent ward-hops.
  3. Tempest / Cripple (E) — Max last. E provides its most important benefits at rank 1 — the AoE damage for clearing, the reveal for tracking stealth champions, and the slow for sticking to targets. Additional ranks increase the damage modestly but don't improve the slow significantly, making E the lowest priority for skill points.
  4. Dragon's Rage (R) — Level when available at 6, 11, and 16. Each rank of Dragon's Rage increases its base damage substantially and reduces its cooldown. Level 6 is Lee Sin's biggest power spike because Dragon's Rage adds massive burst damage to his combo and enables the Insec kick play that defines his teamfight contribution.

Playstyle Tips

Early Game / Jungle Clear

Lee Sin's early game is about clearing efficiently with Flurry auto-attack weaving, looking for level 3 ganks or invades, and establishing jungle dominance through aggressive plays that generate an early gold lead before Lee Sin's power begins to fall off.

Start your first ability based on your clear path — E for AoE multi-camp starts or Q for single-target starts. The critical technique is always weaving two auto-attacks between every ability cast to proc Flurry — this restores energy and dramatically increases clear speed. A Lee Sin who auto-weaves properly clears faster and healthier than one who spams abilities, because Flurry's attack speed steroid and energy restoration are that significant.

At level 3, Lee Sin has all three basic abilities and his first gank window opens. Lee Sin's standard gank pattern is to approach from fog of war, land Q1 on the enemy laner, close distance with Q2, auto-attack twice for Flurry, E to slow them, auto-attack twice more, and the target is either dead or Flashing. If the target Flashes, Lee Sin can follow with his own Flash or wait for the next Q cooldown. Coordinate with your laner's crowd control for guaranteed Q hits — ping before you arrive so they can set up the gank.

Between ganks, look for invade opportunities when the enemy jungler shows on the opposite side of the map. Lee Sin wins almost every early 1v1 duel, so walking into the enemy jungle to steal camps and fight the jungler is a high-percentage play. Ward the enemy jungle entrances before invading so you can see incoming collapses and ward-hop to safety if needed.

Mid Game

Mid-game Lee Sin is a playmaking bruiser who looks for picks with Sonic Wave, executes Insec kick combos to catch priority targets, and controls objectives through smite fights where his burst damage and mobility give him an advantage over most junglers.

After completing Eclipse, Lee Sin's burst combo becomes lethal against squishy targets. The standard assassination combo is Q1 to the target, Q2 to dash in, auto-attack, E, auto-attack, R to kick them — this combo kills most ADCs and mid laners from 70% health with Eclipse proc and Coup de Grace. If the target is isolated, this is a free kill. If the target is near their team, use the Insec combo instead — Q1 to the target, ward-hop behind them with W, immediately R kick them into your team, then Q2 to follow.

The Insec combo requires practice but is Lee Sin's most impactful play. The sequence is: Q1 to the target, Q2 to dash to them, place a ward behind them mid-dash, W to the ward immediately, then R to kick them toward your team. The entire combo executes in under one second when performed smoothly. Practice the ward-hop timing in practice tool until it becomes muscle memory — the difference between a good Lee Sin and a great one is the consistency of this combo under pressure.

During objective fights at dragon and baron, Lee Sin's smite combination with Q2 execute is one of the strongest objective secures in the game. Q1 the dragon or baron, wait until it's in smite range, then Q2 plus Smite simultaneously for a burst that other junglers cannot outsmite. The missing health execute on Q2 means Lee Sin's total burst on a low-health objective is significantly higher than his smite alone.

Late Game

Late-game Lee Sin transitions from a carry threat into a utility playmaker whose value comes entirely from landing one perfect Dragon's Rage kick that displaces a priority target or disrupts the enemy team's formation — the goal is to create a numbers advantage or positional advantage through a single play rather than trying to DPS through a teamfight.

In late-game teamfights, Lee Sin should not try to be a frontline fighter — his base stats and bruiser build are not tanky enough to stand in the enemy team and trade damage with late-game carries. Instead, look for a flank angle where you can reach the enemy backline with Q or a ward-hop, and kick their carry into your team. If you can't find a clean Insec angle, consider using Dragon's Rage defensively — kicking the enemy diver or assassin away from your own ADC is often more valuable than a risky offensive kick that might fail.

Guardian Angel allows Lee Sin to make aggressive plays without the fear of permanent death. With GA active, you can Flash-ward-hop into the enemy team, kick their carry out of position, and even if you die immediately after, you revive while your team follows up on the displaced target. Time your aggressive plays around GA's availability — when it's on cooldown, play more conservatively and use Q and E from the edges of fights.

If the game goes very late and Lee Sin's damage becomes irrelevant, shift your focus entirely to utility. Use E to reveal stealth champions, use Q to scout bushes and fog of war, use W to shield your carries, and save R exclusively for peeling or displacing the one target that matters most. A late-game Lee Sin who peels perfectly for a fed ADC contributes more than one who throws himself at the enemy backline and dies before accomplishing anything.

Matchups

Favorable

  • Amumu — Amumu is a scaling tank jungler with a weak early game, no dueling power, and complete reliance on reaching level 6 for his Curse of the Sad Mummy engage. Lee Sin dominates this matchup by invading Amumu's jungle from level 3 onward — Amumu cannot fight Lee Sin one-versus-one at any point in the early game, and his Bandage Toss is his only escape which is easily dodged or played around. Lee Sin can steal Amumu's camps repeatedly, kill him if he contests, and gank lanes while Amumu is stuck clearing slowly. Even in teamfights, Lee Sin can kick Amumu away before he reaches the backline with his ultimate, denying Amumu's entire teamfight contribution.
  • Karthus — Karthus is a power-farming jungler who avoids fights entirely and relies on scaling into a late-game monster whose Requiem damages all enemies globally. Lee Sin counters Karthus by invading relentlessly — Karthus has zero mobility, no dash, no escape, and his Wall of Pain slow is not enough to survive Lee Sin's Q-auto-E-auto-Q2 burst combo. Lee Sin can walk into Karthus's jungle, find him at a camp, and kill him before he finishes clearing. Karthus also cannot match Lee Sin's gank pressure, meaning Lee Sin's lanes get ahead while Karthus farms.
  • Evelynn — Evelynn is a stealth assassin jungler whose entire kit relies on reaching level 6 to unlock Demon Shade camouflage and ganking from invisibility. Lee Sin destroys Evelynn's game plan by invading her jungle before level 6 when she has no stealth and no dueling power — Evelynn is one of the weakest duelists in the game early, and Lee Sin kills her easily if he finds her at a camp. Lee Sin's Tempest also reveals Evelynn through camouflage after level 6, stripping away her primary tool. Aggressive early tracking and invading makes Evelynn's game nearly unplayable.

Even

  • Elise — Elise is an early-game ganking jungler whose Cocoon stun provides reliable crowd control and whose human-spider form switching gives her strong dueling in the early levels. The matchup is even because both champions want to fight early and gank aggressively — Elise's Cocoon stun can interrupt Lee Sin's Q2 dash if timed correctly, and her Rappel dodge can avoid Lee Sin's Q1 skillshot entirely. However, Lee Sin's mobility with ward-hops and his stronger scaling into the mid game give him the advantage in extended skirmishes. The matchup is determined by who lands their skillshot first — Lee Sin's Q or Elise's Cocoon.
  • Jarvan IV — Jarvan IV is an early-game engage jungler whose flag-and-drag combo provides a reliable knock-up engage that doesn't require hitting a skillshot like Lee Sin's Q. The matchup is even because both champions have strong level 3 ganks, both want to fight early, and both fall off in the late game. Jarvan's Cataclysm traps Lee Sin inside the arena, but Lee Sin can ward-hop over the wall to escape. Lee Sin wins extended duels with Flurry auto-weaving, but Jarvan's burst from flag-drag-auto-R is higher in short trades. The jungler who gets the better gank angle wins the matchup.
  • Vi — Vi is an aggressive jungler whose Vault Breaker provides a long-range engage and whose Assault and Battery is a point-and-click lockdown ultimate that Lee Sin cannot dodge or outplay. The matchup is even because Vi's point-and-click ultimate guarantees she can reach Lee Sin and lock him down, removing his mobility advantage. However, Lee Sin can kick Vi away with Dragon's Rage before she reaches his backline in teamfights, and his early dueling is slightly stronger than Vi's at levels 3–5. The matchup rewards whichever jungler finds better gank angles and avoids the direct 1v1.

Unfavorable

  • Volibear — Volibear is a stat-check juggernaut jungler who runs at Lee Sin with Thundering Smash, stuns him on the first auto-attack, and wins the extended fight through raw stats, passive lightning chain damage, and Frenzied Maul healing. Lee Sin cannot kite Volibear effectively because Thundering Smash's speed boost and stun close the distance regardless of Lee Sin's mobility, and Volibear's durability from his passive shield and W healing means Lee Sin's burst combo doesn't kill him. Even with ward-hop escape, Volibear can Flash-stun to catch Lee Sin and force the fight. Volibear also outscales Lee Sin as a frontline tank, making the matchup worse as the game progresses.
  • Naafiri — Naafiri is an assassin jungler whose packmates provide sustained damage that overwhelms Lee Sin in duels, and whose Eviscerate dash makes her difficult to kite. Naafiri's pack mechanic means she effectively fights with multiple units attacking simultaneously, which outpaces Lee Sin's single-target damage output. The packmates also body-block Lee Sin's Sonic Wave, making it difficult to land Q on Naafiri directly. Naafiri's ultimate provides a dash and bonus pack regeneration that allows her to chase Lee Sin through ward-hops and sustain through his burst.
  • Bel'Veth — Bel'Veth is a scaling attack-speed jungler whose infinite attack speed stacking passive means she wins any extended fight against Lee Sin after one or two completed items. Lee Sin cannot burst Bel'Veth because her Endless Banquet voidling form provides bonus health and sustain, and her four-directional dashes allow her to dodge Sonic Wave and stick to Lee Sin if he tries to disengage. While Lee Sin is stronger in the first few levels, Bel'Veth's scaling is so extreme that by mid game she stat-checks Lee Sin in every 1v1, and by late game she is an unstoppable split-pusher that Lee Sin cannot handle alone.
Matchup Overview
Favorable
Amumu
Karthus
Evelynn
Even
Elise
Jarvan IV
Vi
Unfavorable
Volibear
Naafiri
Bel'Veth

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