Meta, tier list & top-player builds from the China server · live
李青 · 盲僧 Fighter C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 18 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Lee Sin: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Lee Sin players, captured in-game.
📖 How to play Lee SinCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
18 of the top 30 players have a public match history; the others keep theirs private.








































































The toughest lane matchups for Lee Sin on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Rammus counters Lee Sin: An armored hedgehog with a taunt: your kicks tickle him and every dive of yours ends in taunt-and-die.
How to play Lee Sin into Rammus: Never duel him in his own quadrant. Win with early lane ganks: for 10 minutes you are the faster one.
→ RammusWhy Warwick counters Lee Sin: His sustain wins the long river brawls and the fear interrupts your R: your early game hits a wall that bites.
How to play Lee Sin into Warwick: Short skirmishes: enter, deal damage, ward-hop out. Steal camps behind his back: he only smells you when you are wounded.
→ WarwickWhy Viego counters Lee Sin: An early skirmisher duel: he resets with possession, you exit with the ward. Every scrap is a game within the game.
How to play Lee Sin into Viego: In 2v2s the focus is VIEGO, always: if he dies first, no possession and the fight is won. Killing him last flips everything.
→ ViegoWhy Kindred counters Lee Sin: Her marks pull her to where you are strongest — the early game — but her kiting punishes your slow entries.
How to play Lee Sin into Kindred: Invade HER marks: every denied mark is half an item off her build. Q into R before her R starts: inside the zone nobody dies.
→ KindredWhy Fiddlesticks counters Lee Sin: His terror needs dark corners and you live on vision: whoever controls the wards controls the matchup.
How to play Lee Sin into Fiddlesticks: Deep wards and invade his first clear: before 5 he is paper. If you are quick, your R interrupts his.
→ FiddlesticksThe champions Lee Sin works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks half a team up in one spot, and his page admits he kills nobody without someone converting the engage: you arrive with Sonic Wave (Q) into Resonating Strike while they are still airborne.
Your page says a dive gone wrong leaves you with no fallback: Stand United (R) shields you and teleports him onto you from across the map, and the long-range Shadow Dash (E) taunt hands you a Sonic Wave (Q) that cannot be dodged.
Bellows Breath (W) applies Brittle, which stretches every follow-up crowd control by 30%, so the Cripple (E) slow and the Dragon's Rage (R) kick both last longer. His page says outright that someone else has to punish his knock-ups.
His page says mobile champions simply stay out of Apprehend (E) range: Cripple (E) 30% slow and a Dragon's Rage (R) kick hand them over standing still, and Noxian Guillotine (R) executes whatever Resonating Strike (Q) already chunked.
Worth it in games where you can force early dives: Stormbringer (R) shuts a turret off for three seconds and the Thundering Smash (Q) stun hands you a free Sonic Wave (Q). The longer the game runs, the less the pairing gives you.
Hero's Entrance (R) lands on you mid-dive with a shield and a knock-up, the fallback your kit does not have. In return, Cripple (E) slow keeps enemies inside the zone that ultimate telegraphs for 2.5 seconds before it arrives.
Your number one weakness is missing Sonic Wave (Q): the Gold Card from Pick a Card (W) stuns for 1.25 seconds and hands it to you. Destiny (R) reveals the whole map and teleports him into your gank, so you show up two-strong.
Charm (E) walks the target toward you for 1.4 seconds, so Sonic Wave (Q), the skillshot your page says decides your fights, simply cannot miss. Spirit Rush (R) then brings her into the dive alongside you.
With Pyromania (P) charged, her next spell stuns for a full second no matter what, so she never has to guess to open your gank. In return her page says she has no escape at all, and you are the one who shows up at level 3.
Command: Protect (E) attaches the Ball to you: shield, armor and magic resist exactly when you dive, and the Ball travels with you. Command: Shockwave (R) then fires from inside the fight and clumps everyone onto your kick.
It needs coordination, but it pays when you have it: Dragon's Rage (R) knocks up everyone standing behind the target, and his page calls any ally knock-up an invitation for Last Breath (R). Without that timing he is a 48%-winrate pick.
Frost Shot (P) slows with every single hit, and a slowed target can no longer sidestep Sonic Wave (Q). Enchanted Crystal Arrow (R) is a stun of up to 3.5 seconds from across the map: she opens the gank, you close it.
Deadly Flourish (W) turns into a real root on anyone an ally has just damaged: one touch from Sonic Wave (Q) or Tempest (E) is enough, and the target is locked before you even dash in with Resonating Strike.
Bullet Time (R) is a stationary three-second channel and her page says half the enemies walk out of it without a slow first: Cripple (E) 30% and a Dragon's Rage (R) knock-up keep them inside the cone for all twelve waves.
You are both champions who either get ahead early or do not exist: a level 3-4 gank banks his League of Draven (P) Adoration stacks, and the knockback and slow from Stand Aside (E) hands you a free Sonic Wave (Q) in lane.
Worth it against teams that stand close together: Chain of Corruption (R) roots the first target and spreads to whoever is next to them, and you dash in with Resonating Strike (Q) on a frozen group. Against a spread team, almost nothing.
Your page says a missed kick leaves you inside the enemy team with nothing left: the Dark Passage (W) lantern is that fallback. And Death Sentence (Q) stuns for 1.5 seconds, handing you a Sonic Wave (Q) that cannot miss.
Her page says outright that if the jungler does not punish the window she opens, her whole engage is wasted: the Zenith Blade (E) root into a one-second Shield of Daybreak (Q) stun is enough for Q-Q, Tempest (E) and the kick.
Aqua Prison (Q) knocks the target up and hands you the Sonic Wave (Q) your whole combo depends on, while Tidecaller's Blessing (E) loads the exact Flurry (P) autos you weave with bonus damage and a slow. She cannot finish alone; you can.
Concussive Blows (P) also stacks from allies' attacks, and Flurry (P) gives you 40% attack speed on the two autos after every ability: nobody on the server fills those four marks faster than you, so the stun lands by itself.
Rocket Grab (Q) drags the target out of position and Power Fist (E) knocks them up: two pieces of crowd control in a row, and you land Sonic Wave (Q) on someone who cannot move. One enemy spell shield, though, and the pairing is gone.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | C | 46.65% | 12.64% | 7.99% | #30 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | C | 46.7% | 12.48% | 8.21% | #31 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 47.48% | 12.87% | 8.48% | #26 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 47.62% | 13.21% | 14.59% | #22 / 41 |
Lee Sin is Wild Rift's signature high-mechanics jungle Fighter, built entirely around chaining basic abilities into empowered auto-attacks instead of just pressing buttons on cooldown. His damage leans physical — Sonic Wave/Resonating Strike, Dragon's Rage, and his autos all hit as AD — with a secondary pocket of magic damage from Tempest's shockwave and Iron Will's on-hit bonus. Play him well and he can solo-carry a jungle path before minute ten; play him passively and he's just a squishy melee champion with no fallback plan.
Skill order: Q > E > W (max Dragon's Rage, R, at every chance) — Q buys clear speed and kill threat early, E adds AoE damage and a fight-winning slow, W mostly just buys cooldown and shield value so it waits until last.
Your jungle clear leans on Q plus Flurry-refreshed autos, so clear efficiently and look to gank the moment you hit level 3-4 with Sonic Wave up to check a bush before you commit. Use Tempest's 3-second reveal to scout river entrances and the enemy jungle before invading or counter-ganking — free vision without a ward is one of your biggest early edges. Trade in short bursts around your ability cooldowns rather than standing in extended auto-fights, and remember every landed auto is also refilling the Energy your next combo runs on.
Lee Sin is a pick-and-skirmish specialist more than a frontline brawler, so look for side-lane flanks and isolated targets instead of diving straight into the enemy frontline. Save Dragon's Rage for the highest-value read: kick an enemy carry away from your team to peel, or kick a squishy through their own backline so everyone behind them gets knocked up and eats the extra 125 physical damage. Use Safeguard to reposition mid-fight and Tempest to slow and reveal anyone trying to disengage, then let Flurry's attack-speed window finish whatever the combo already broke open.