Lee Sin changes suggestion
----- WHO AM I? ----- Hi guys. I'm Giovarco, I'm italian and I play in EUW. I like playing support and underplayed champions like Urgot, Brand and Talon so on. Someone could know me because I discussed about Talon with a decent success:
Now I would like to speak about Lee Sin.
Please, don't forget English isn't my mother language, so there could be some mistakes here and there.
----- ABOUT LEE -----
We all know that
is a very fun and high-skill cap champion. Recently, Riot has raised a known problem: Lee can fits almost every role, but he excels in nothing. Well, I would try to propose some suggestion to strengthe his identity.
Le'ts analyze his kit and what it "communicate":
FLURRY : Lee is a FIGHTER and an AA based champion.
**SONIC WAVE / RESONATING STRIKE : **Lee has high mobility, a characteristic of ASSASSINS. This hypothesis is strengthen because of his % target's missing health damage.
SAFE GUARD / IRON WILL : Lee has a self-shield, that is typical of TANKY champions, but he has also a decent sustain, typical of FIGHTER. He can also jump on a ward or an allied minion, so he has mobility like an ASSASSIN. Besides, he can shield his team mates to be more SUPPORTIVE.
TEMPEST / CRIPPLE : Lee deals AoE damage, so he can farm or counterjungle easily (is this a characterist of a FIGHTER or an ASSASSIN?). He has also an AoE slow and reveals enemy stealth champions. He's very SUPPORTIVE, but hasn't huge CC like a tank.
DRAGON'S RAGE: It can have a lot of scopes. Anyway, it scales crazily with Bonus AD, so it encourage Lee to build more ad/armor penetration, like an ASSASSIN.
Let's summarize:
- FIGHTER: 3/10
- ASSASSIN: 4/10
- SUPPORTIVE TANK: 3/10
This outcome proves why Lee is so versatile. Normally, he's played in 2 ways:
- An offensive item and full tank (+ sightstone, often)
- AD + Armor penetration
----- MY SUGGESTIONS -----
I personally think that a champion shouldn't be both tank and assassin, so we need to address Lee on a direction. The key words of my suggestions are:
- MOBILITY: Lee is quick and can escape the enemy jungler easily
- COUNTERJUNGLE: Lee excels where the enemy jungler isn't.
- TANK: Now Lee is more a supportive champion.
FLURRY : No changes
SONIC WAVE / RESONATING STRIKE :
-
LESS bonus AD scaling
-
No % target's missing health damage
-
More Base damages
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[NEW] If Lee uses jump on a jungle monster with Resonating Strike, the cooldown of Sonic Wave is reduced by a (low) %
Comment: Now Lee deals less damages, but he's more mobile in the jungle while having the same gap closing during ganks
SAFE GUARD / IRON WILL :
-
[NEW] If Lee uses Safe Guard on wards consecutively, the base cooldown is increased by a %
-
Less base shield
-
AP scaling removed
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% Bonus health scaling added
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Less base cooldown
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[NEW] If Lee shields a team mates, the shield strength is increased by a %
Comment: Lee's shield scales better in mid-late game. His base shield is worse, but he can sustain himself with lifesteal. Besides, he's more hard to catch, but can't escape forever and ever.
**TEMPEST / CRIPPLE : **
-
Less base damage
-
Less bonus AD scaling
-
More slow at early levels while keeping his base slow at level 5
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[NEW] Tempest deals additional % damage on jungle camps
Comment: Less damage, but more utility in early game with his slow. He can also counterjungle like a boss thanks to his additional % damage on jungle camps.
DRAGON'S RAGE: Less base damage Less bonus AD scaling
[NEW] Using Dragon's rage on an enemy champion resets Sonic Wave cooldown
Comment: Essentialy a nerf, however: in teamfight, Lee can jump on a considerable target and kick him to his team mates. He gets a reset on his Q, so he can reposition himself to the kicked champion and join his team for the win.
----- SUMMARY ----- Now Lee is a mobile tank who can deny experience and gold to the enemy jungler. He's also more supportive and tanky during the game. His gameplay is unchanged, but he'll be a scourge in a different way for the enemy team.
Do you like these changes? If (not) so, explain why and give feedbacks, so we can improve it!