Lee Sin Rework Idea

ME IS EAT U··7 votes·974 views

Lee Sin has always been bashed for his strong power spike mid-game but inability to fall off after that. This rework aims to reduce his power spike at level 6, while maintaining a steady power level throughout the game.


Passive: Flurry- After using an ability, Lee Sin's next basic attack strikes 10 times over 2 seconds, dealing 15% damage and applying on hit effects with each strike.

Q: Sonic Wave- Lee Sin sends out a sonic wave, dealing 100/125/150/175/200(+100% AD) physical damage to the first enemy hit. Lee Sin can activate the ability a second time to dash to the enemy, dealing the same damage again. If Lee Sin activates it a third time, he teleports back to where he was when he first cast the ability, deals the same damage again a third time, and heals for 20/25/30/35/40% of his missing health. Cooldown: 10 seconds

W: Safeguard- Lee Sin dashes to an allied champion, shielding them both for 15/17.5/20/22.5/25% of Lee Sin's and his target's maximum health. Afterwards, they both take 25/28/31/34/37% less damage for 4 seconds. Cooldown: 10 seconds

E: Tempest- Lee Sin deals 50/100/150/200/250(+100% Bonus AD) physical damage to all nearby enemies, reducing their movement speed by a flat 200/225/250/275/300 for 3 seconds. Lee Sin can cast Tempest a second time, causing all enemies hit by the original cast to take 20/23/26/29/32% of their maximum health as true damage. Cooldown: 10 seconds

Ultimate: Monk's Senses- Lee Sin reveals all enemies on the map for 10 seconds. During this time, his next ability cast has a global cast range/radius. If the ability is a skillshot, it becomes targeted, and if it has multiple casts, all of the casts become global. Cooldown: 100/80/60 seconds


The point of this rework is to even out Lee Sin's power curve while still keeping him a high skillcap champion. Reply with any changes you'd make!

12 Comments

Niaphim4 votes

He will be too weak. Will need some buffs to get back in the spotlight and be viable in the competitive environment. I think removing missing % health damage on his Q would really gut him, I suggest adding 20/25/30/35/40% enemy's missing health damage on the second and third uses of his Q.

Divewing1 votes

I agree, he's also hard countered by Armour now, so his E should stay as Magic damage.

In fact, make the missing health Q damage true while we're at it

dim2a3 votes

Upvoted. The kit looks a bit overloaded (the ulti and Q, lolwut), but not nearly as bad as it is now.

BBag0hxULG1 votes

Passive: Flurry- After using an ability, Lee Sin's next basic attack strikes 10 times over 2 seconds, dealing 15% damage and applying on hit effects with each strike.

Uhhhhhhhh, bork?

Volibear Boss1 votes

{quoted}

Uhhhhhhhh, bork?

Oneshots man

Divewing1 votes

attacks 10 times though...

OneTenShots?

koshkyra1 votes

So at level 1 his Q will do 300 (+300% AD) damage, give him two dashes, and heal him for 20% of his missing health.

Maybe change the numbers a bit? 300 damage is basically over half of someones health at level 1.

Arakadia1 votes

It's a joke. I hope.

GULAG 4 U1 votes

Eh..... that passive? Wat?

MYXYN1 votes

32% of someones max health as true dmg? On an ability that is hit by standing next to someone.

Craft Zeppelin1 votes

so i build full lethality and use ult to kill the adc from a global distance.

wtf

BIH Diamond1 votes

Rework one of the most well designed champions in the game... good idea.

Low elo smh

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