WRLee 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.
AbilitiesLeague Wiki
Stats
- Base energy regeneration increased from 50 to 60.
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%.
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.
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.
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.
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.
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.
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.
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%.
Stats
- Base movement speed increased from 345 to 355.
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.
Safeguard
- New effect: Grants 16/24/32/40% omnivamp.
- Removed: No longer grants 16/24/32/40% physical and magic vamp.
Dragon's Rage
- Cooldown reduced from 80/65/50 seconds to 70/60/50.
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.
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.
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%.
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%.
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.
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.
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%.
