Skip to content
Home
Lee Sin Wild Rift Patch HistoryWR

Lee Sin

Fighter / Assassin

Wild Rift (Mobile) switch games?

Lee Sin was last buffed in Patch 7.0 (). Across 21 patches, Lee Sin has received 10 buffs, 7 nerfs, 4 adjustments since release in Patch 1.0.

Abilities
FlurryWR
Passive - Flurry

Innate: After casting an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% bonus attack speed. The first attack also restores 20 / 30 / 40 energy and the second attack restores half of that amount.

Sonic WaveWR
Ability 1 - Sonic Wave
Cost: 50 Energy
CD: 8 / 7 / 6 / 5
Range: centered range 1200
Effect Radius: sight 400

Active: Lee Sin fires a sonic wave in the target direction that deals physical damage to the first enemy hit and inflicts a revealing mark lasting 3 seconds.

Physical Damage: 55 / 90 / 125 / 160 (+ 100% bonus AD)

While the target is marked, Lee Sin can cast Resonating Strike.

Resonating StrikeWR
Ability 1 - Resonating Strike
Cost: 30 Energy
Cast Time: None
Range: 1250

Active: Lee Sin dashes to the nearby enemy marked by Sonic Wave, consuming the mark upon arrival to deal physical damage, increased by 0% - 100% (based on level).

Minimum Physical Damage: 55 / 90 / 125 / 160 (+ 100% bonus AD)
Maximum Physical Damage: 110 / 180 / 250 / 320 (+ 200% bonus AD)

Iron Will and Cripple can be cast during the dash.

SafeguardWR
Ability 2 - Safeguard
Cost: 50 Energy
CD: 15 / 14.5 / 14 / 13.5
Cast Time: None
Range: centered range 700

Passive: Safeguard's remaining cooldown is reduced by 0.5 seconds on-hit.

Shield Strength: 80 / 140 / 200 / 260 (+ 100% AP)

Active: Lee Sin dashes to the target location. If an enemy champion is nearby upon arrival, he gains a shield lasting 2 seconds.

Afterwards, Lee Sin can cast Iron Will within 3 seconds.

Iron Will and Cripple can be cast during the dash.

Iron WillWR
Ability 2 - Iron Will
Cost: 30 Energy
Cast Time: None

Active: Lee Sin's next 2 basic attacks are empowered to deal bonus magic damage and gain omnivamp.

Bonus magic damage: 26 / 39 / 52 / 65 (+ 40% AP)
Omnivamp: 16 / 24 / 32 / 40%
TempestWR
Ability 3 - Tempest
Cost: 50 Energy
CD: 10
Cast Time: 0.25
Effect Radius: centered range 450

Active: Lee Sin smashes the ground to deal magic damage to nearby enemies and mark them for 3 seconds. If they are not invisible when struck, they are revealed for the same duration.

Magic Damage: 35 to 155 (+ 100% AD)

If this hits an enemy, Lee Sin can cast Cripple within the next 3 seconds after a 0.1 -second delay.

CrippleWR
Ability 3 - Cripple
Cost: 30 energy
Cast Time: None
Effect Radius: centered range 550 / 600

Active: Lee Sin sends a wave to nearby enemies marked by Tempest, inflicting a decaying slow lasting 4 seconds.

Slow: 30 / 40 / 50 / 60%

An enemy champion within centered range 550 units is required to cast this ability. The target does not have to be visible to be hit by this ability.

Dragon's RageWR
Ability 4 - Dragon's Rage
CD: 70 / 60 / 50
Range: centered range 375

Active: Lee Sin roots the target enemy champion over the cast time, then kicks them to deal physical damage and knock them back over 0.8 seconds, rendering them airborne for 1 second.

Physical Damage: 100 / 250 / 400 (+ 180% bonus AD) (+ 0.05% target's maximum health)

Enemies that collide with the target are knocked up for 1 second, taking the same damage.

Dragon's Rage damage is capped at 800 against monsters.

Base Stats

Health: 690
Health Per Level: 120
Mana: 200
Attack Damage: 66
AD Per Level: 4.55
Attack Speed: 0.8
AS Per Level: 2.2
Armor: 46
Armor Per Level: 4.7
Magic Resist: 38
MR Per Level: 2
Movement Speed: 355
Range: 175
Health Regen: 10.5
HP Regen Per Level: 0.68
Mana Regen: 60
Patch 7.0Buff

Stats

  • Base energy regeneration increased from 50 to 60.
Patch 6.3dNerf

Sonic Wave

  • AD ratio reduced from 105% bonus AD to 100%.

Resonating Strike

  • AD ratio reduced from 105% bonus AD to 100%.

Dragon's Rage

  • AD ratio reduced from 200% bonus AD to 180%.
Patch 6.2aBuff

Stats

  • Base health increased from 660 to 690.

Sonic Wave

  • Cooldown reduced from 9/8/7/6 seconds to 8/7/6/5.

Safeguard

  • Cooldown reduced from 17/16/15/14 seconds to 15/14.5/14/13.5.
  • Base shield increased from 70/130/190/250 to 80/140/200/260.
Patch 6.0Buff

Stats

  • Base armor increased from 40 to 46.
  • Base health increased from 630 to 660.
  • Health growth increased from 112 to 120.
  • Magic resistance growth increased from 1.6 to 2.
Patch 5.3cBuff

As a fighter jungler, it’s a bit hard for Lee Sin to survive in teamfights. We buffed his survivability so he could have more time to deal damage and more room for mistakes.

Stats

  • Health growth increased from 105 to 112.
  • Base armor increased from 35 to 40.

Safeguard

  • Base shield increased from 60/120/180/240 to 70/130/190/250.
Patch 5.0cNerf

Lee Sin is able to gain advantages early and deal massive amounts of damage to his enemies. These changes will give his opponents a chance to catch their breath.

Stats

  • Base health reduced from 650 to 630.

Dragon's Rage

  • Base damage reduced from 100/300/500 to 100/250/400.
Patch 5.0Change

Dragon's Rage

  • Base damage reduced from 200/425/650 to 100/300/500.
  • Damage against monsters capped at 800.
  • Collision target health ratio reduced from 12/15/18% target's maximum health to 10/13/16%.
  • New effect: Kick damage also has the same health ratio as the collision damage.
Patch 4.3cBuff

As the game progresses into the later stages, Ninja Tabis begin to become weaker, since everyone has reached or is close to reaching their full builds. So we’ve made some adjustments so that Lee Sin doesn’t fall off as much when other champions reach their full builds.

Sonic Wave

  • Cooldown reduced from 10/9/8/7 seconds to 9/8/7/6.

Safeguard

  • Cooldown reduced from 17 seconds at all ranks to 17/16/15/14.

Tempest

  • Cooldown reduced from 10 seconds to 8.
  • AD ratio increased from 100% bonus AD to 125%.

Dragon's Rage

  • Base damage increased from 175/400/625 to 200/425/650.
Patch 4.3aBuff

Currently, Lee Sin is struggling to make an impact during teamfights, so we’re lending him a hand and boosting the damage on Sonic Wave/Resonating Strike. This should help deal more burst damage and have more of an impact during those important teamfights.

Sonic Wave

  • AD ratio increased from 100% bonus AD to 105%.

Resonating Strike

  • AD ratio increased from 100% bonus AD to 105%.
Patch 4.2Buff

Stats

  • Base movement speed increased from 345 to 355.
Patch 4.1bBuff

Despite Lee Sin’s fearsome reputation on the Rift, his win rate has been consistently low. To lend him a hand, we’re giving him a boost to his base damage which will make those early jungle clears feel smoother.

Stats

  • Base attack damage increased from 64 to 66.
Patch 3.4aChange

Safeguard

  • New effect: Grants 16/24/32/40% omnivamp.
  • Removed: No longer grants 16/24/32/40% physical and magic vamp.
Patch 3.3Buff

Dragon's Rage

  • Cooldown reduced from 80/65/50 seconds to 70/60/50.
Patch 3.0aNerf

Lee Sin’s mobility has been a common complaint from frustrated foes. We’re increasing Safeguard’s cooldown to reduce how quickly Lee Sin can hop around the map.

Safeguard

  • Cooldown increased from 15 seconds to 17.
Patch 2.6aBuff

Lee Sin is a popular champion, who is strong in higher level games but could use a little bit of help in lower level games. We’re cautiously giving him some slight buffs that should help him in lower level games, but shouldn’t impact him in higher level play. He is getting a bit more health regeneration to help with his jungle clears and giving his ultimate a bit more damage. We hope these changes allow for Lee Sin to be seen at all levels of play.

Stats

  • Base health regeneration increased from 9 to 10.5.

Dragon's Rage

  • Base damage increased from 150/375/600 to 175/400/625.
Patch 2.5Change

Lee Sin is a popular and powerful jungler that has been particularly dominant in high level play. In order to reduce how quickly he can burst down targets, we are softly reworking Iron Will so that it persists across two attacks but deals less damage with each hit.

Iron Will

  • Number of empowered attacks increased from 1 to 2.
  • Base damage reduced from 50/75/100/125 to 26/39/52/65.
  • Damage AP ratio reduced from 80% AP to 40%.
  • Physical and magic vamp reduced from 35/50/65/80% to 16/24/32/40%.
Patch 2.2cNerf

Lee Sin is slightly over performing at higher skill levels, so we’re adjusting the power you get from optimizing his passive well.

Flurry

  • Bonus attack speed reduced from 50% to 40%.
Patch 2.1Nerf

Our last changes made it so Sonic Wave (1) sometimes can’t reach a target kicked back by Dragon’s Rage (Ult). We’re adjusting the range to make this combo reliable again. We expect this to be a light nerf, but Lee Sin is for the most part in an okay spot.

Dragon's Rage

  • Knockback range reduced from 750 to 675.
Patch 2.0aNerf

The blind monk has been kicking up a fuss with his (1) range.

Sonic Wave

  • Missile range reduced from 1100 to 1000.
  • Base damage reduced from 60/100/140/180 to 55/90/125/160.
Patch 1.1Nerf

Lee Sin should fall off more as the game progresses, so we’ve scaled back the mobility and survivability he gets in the mid-game from maxing (2) Safeguard. Even a blind, fighting monk needs a weakness.

Safeguard

  • Cooldown increased from 15/14/13/12 seconds to 15 at all ranks.
  • Shield reduced from 80/160/240/320 to 60/120/180/240.

Iron Will

  • Magic on-hit-damage reduced from 55/100/145/190 to 50/75/100/125.
  • Physical vamp reduced from 40/60/80/100% to 35/50/65/80%.
  • Magic vamp reduced from 40/60/80/100% to 35/50/65/80%.
Patch 1.0New

Lee Sin added to Wild Rift

General

  • Released October 27, 2020 (00:01 UTC).